mirror of
https://github.com/Next-Flip/Momentum-Firmware.git
synced 2026-05-23 05:24:46 -07:00
Scorched Tanks
This commit is contained in:
@@ -18,6 +18,7 @@
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- Added: [Picopass: Read Elite #1888 (By pcunning)](https://github.com/flipperdevices/flipperzero-firmware/pull/1888)
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- Added: [Picopass: Read Elite #1888 (By pcunning)](https://github.com/flipperdevices/flipperzero-firmware/pull/1888)
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- Added: [nfc: NTAG password auto capture (and other password-related changes) #1843 (By GMMan)](https://github.com/flipperdevices/flipperzero-firmware/pull/1843)
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- Added: [nfc: NTAG password auto capture (and other password-related changes) #1843 (By GMMan)](https://github.com/flipperdevices/flipperzero-firmware/pull/1843)
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- Updated: [Automatic shutdown on idle #1647 (By SHxKenzuto)](https://github.com/flipperdevices/flipperzero-firmware/pull/1647)
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- Updated: [Automatic shutdown on idle #1647 (By SHxKenzuto)](https://github.com/flipperdevices/flipperzero-firmware/pull/1647)
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- Added: [Scorched Tanks (By jasniec)](https://github.com/jasniec/flipper-scorched-tanks-game)
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<details>
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<details>
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<summary><B>TO DO / REMOVED</b></summary><br/>
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<summary><B>TO DO / REMOVED</b></summary><br/>
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@@ -230,6 +231,7 @@ $ ./fbt plugin_dist
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- [RFID Fuzzer (By Ganapati)](https://github.com/RogueMaster/flipperzero-firmware-wPlugins/pull/245) [Changes by Unleashed/xMasterX](https://github.com/DarkFlippers/unleashed-firmware)
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- [RFID Fuzzer (By Ganapati)](https://github.com/RogueMaster/flipperzero-firmware-wPlugins/pull/245) [Changes by Unleashed/xMasterX](https://github.com/DarkFlippers/unleashed-firmware)
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- [RF Remix (By ESurge)](https://github.com/ESurge/flipperzero-firmware-unirfremix) [(Original By jimilinuxguy)](https://github.com/jimilinuxguy/flipperzero-universal-rf-remote/tree/028d615c83f059bb2c905530ddb3d4efbd3cbcae/applications/jukebox) [(More protocols thanks to darmiel & xMasterX)](https://github.com/darmiel/flipper-playlist/blob/feat/unirf-protocols/applications/unirfremix/unirfremix_app.c)
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- [RF Remix (By ESurge)](https://github.com/ESurge/flipperzero-firmware-unirfremix) [(Original By jimilinuxguy)](https://github.com/jimilinuxguy/flipperzero-universal-rf-remote/tree/028d615c83f059bb2c905530ddb3d4efbd3cbcae/applications/jukebox) [(More protocols thanks to darmiel & xMasterX)](https://github.com/darmiel/flipper-playlist/blob/feat/unirf-protocols/applications/unirfremix/unirfremix_app.c)
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- [SAM (By Unknown)][Original?](https://github.com/ctoth/SAM)
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- [SAM (By Unknown)][Original?](https://github.com/ctoth/SAM)
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- [Scorched Tanks (By jasniec)](https://github.com/jasniec/flipper-scorched-tanks-game)
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- [Sentry Safe (By H4ckd4ddy)](https://github.com/H4ckd4ddy/flipperzero-sentry-safe-plugin) ([Pin Out](https://github.com/RogueMaster/flipperzero-firmware-wPlugins/tree/420/applications/sentry_safe) from [UberGuidoZ](https://github.com/UberGuidoZ/))
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- [Sentry Safe (By H4ckd4ddy)](https://github.com/H4ckd4ddy/flipperzero-sentry-safe-plugin) ([Pin Out](https://github.com/RogueMaster/flipperzero-firmware-wPlugins/tree/420/applications/sentry_safe) from [UberGuidoZ](https://github.com/UberGuidoZ/))
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- Signal Generator [OFW]
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- Signal Generator [OFW]
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- [Spectrum Analyzer (By jolcese)](https://github.com/jolcese/flipperzero-firmware/tree/spectrum/applications/spectrum_analyzer) [Updates (for testing) Thanks to theY4Kman](https://github.com/theY4Kman/flipperzero-firmware)
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- [Spectrum Analyzer (By jolcese)](https://github.com/jolcese/flipperzero-firmware/tree/spectrum/applications/spectrum_analyzer) [Updates (for testing) Thanks to theY4Kman](https://github.com/theY4Kman/flipperzero-firmware)
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674
applications/plugins/scorched_tanks/LICENSE
Normal file
674
applications/plugins/scorched_tanks/LICENSE
Normal file
@@ -0,0 +1,674 @@
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GNU GENERAL PUBLIC LICENSE
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Version 3, 29 June 2007
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Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
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Everyone is permitted to copy and distribute verbatim copies
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Preamble
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The GNU General Public License is a free, copyleft license for
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|
Source of the work are being offered to the general public at no
|
||||||
|
charge under subsection 6d.
|
||||||
|
|
||||||
|
A separable portion of the object code, whose source code is excluded
|
||||||
|
from the Corresponding Source as a System Library, need not be
|
||||||
|
included in conveying the object code work.
|
||||||
|
|
||||||
|
A "User Product" is either (1) a "consumer product", which means any
|
||||||
|
tangible personal property which is normally used for personal, family,
|
||||||
|
or household purposes, or (2) anything designed or sold for incorporation
|
||||||
|
into a dwelling. In determining whether a product is a consumer product,
|
||||||
|
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||||
|
product received by a particular user, "normally used" refers to a
|
||||||
|
typical or common use of that class of product, regardless of the status
|
||||||
|
of the particular user or of the way in which the particular user
|
||||||
|
actually uses, or expects or is expected to use, the product. A product
|
||||||
|
is a consumer product regardless of whether the product has substantial
|
||||||
|
commercial, industrial or non-consumer uses, unless such uses represent
|
||||||
|
the only significant mode of use of the product.
|
||||||
|
|
||||||
|
"Installation Information" for a User Product means any methods,
|
||||||
|
procedures, authorization keys, or other information required to install
|
||||||
|
and execute modified versions of a covered work in that User Product from
|
||||||
|
a modified version of its Corresponding Source. The information must
|
||||||
|
suffice to ensure that the continued functioning of the modified object
|
||||||
|
code is in no case prevented or interfered with solely because
|
||||||
|
modification has been made.
|
||||||
|
|
||||||
|
If you convey an object code work under this section in, or with, or
|
||||||
|
specifically for use in, a User Product, and the conveying occurs as
|
||||||
|
part of a transaction in which the right of possession and use of the
|
||||||
|
User Product is transferred to the recipient in perpetuity or for a
|
||||||
|
fixed term (regardless of how the transaction is characterized), the
|
||||||
|
Corresponding Source conveyed under this section must be accompanied
|
||||||
|
by the Installation Information. But this requirement does not apply
|
||||||
|
if neither you nor any third party retains the ability to install
|
||||||
|
modified object code on the User Product (for example, the work has
|
||||||
|
been installed in ROM).
|
||||||
|
|
||||||
|
The requirement to provide Installation Information does not include a
|
||||||
|
requirement to continue to provide support service, warranty, or updates
|
||||||
|
for a work that has been modified or installed by the recipient, or for
|
||||||
|
the User Product in which it has been modified or installed. Access to a
|
||||||
|
network may be denied when the modification itself materially and
|
||||||
|
adversely affects the operation of the network or violates the rules and
|
||||||
|
protocols for communication across the network.
|
||||||
|
|
||||||
|
Corresponding Source conveyed, and Installation Information provided,
|
||||||
|
in accord with this section must be in a format that is publicly
|
||||||
|
documented (and with an implementation available to the public in
|
||||||
|
source code form), and must require no special password or key for
|
||||||
|
unpacking, reading or copying.
|
||||||
|
|
||||||
|
7. Additional Terms.
|
||||||
|
|
||||||
|
"Additional permissions" are terms that supplement the terms of this
|
||||||
|
License by making exceptions from one or more of its conditions.
|
||||||
|
Additional permissions that are applicable to the entire Program shall
|
||||||
|
be treated as though they were included in this License, to the extent
|
||||||
|
that they are valid under applicable law. If additional permissions
|
||||||
|
apply only to part of the Program, that part may be used separately
|
||||||
|
under those permissions, but the entire Program remains governed by
|
||||||
|
this License without regard to the additional permissions.
|
||||||
|
|
||||||
|
When you convey a copy of a covered work, you may at your option
|
||||||
|
remove any additional permissions from that copy, or from any part of
|
||||||
|
it. (Additional permissions may be written to require their own
|
||||||
|
removal in certain cases when you modify the work.) You may place
|
||||||
|
additional permissions on material, added by you to a covered work,
|
||||||
|
for which you have or can give appropriate copyright permission.
|
||||||
|
|
||||||
|
Notwithstanding any other provision of this License, for material you
|
||||||
|
add to a covered work, you may (if authorized by the copyright holders of
|
||||||
|
that material) supplement the terms of this License with terms:
|
||||||
|
|
||||||
|
a) Disclaiming warranty or limiting liability differently from the
|
||||||
|
terms of sections 15 and 16 of this License; or
|
||||||
|
|
||||||
|
b) Requiring preservation of specified reasonable legal notices or
|
||||||
|
author attributions in that material or in the Appropriate Legal
|
||||||
|
Notices displayed by works containing it; or
|
||||||
|
|
||||||
|
c) Prohibiting misrepresentation of the origin of that material, or
|
||||||
|
requiring that modified versions of such material be marked in
|
||||||
|
reasonable ways as different from the original version; or
|
||||||
|
|
||||||
|
d) Limiting the use for publicity purposes of names of licensors or
|
||||||
|
authors of the material; or
|
||||||
|
|
||||||
|
e) Declining to grant rights under trademark law for use of some
|
||||||
|
trade names, trademarks, or service marks; or
|
||||||
|
|
||||||
|
f) Requiring indemnification of licensors and authors of that
|
||||||
|
material by anyone who conveys the material (or modified versions of
|
||||||
|
it) with contractual assumptions of liability to the recipient, for
|
||||||
|
any liability that these contractual assumptions directly impose on
|
||||||
|
those licensors and authors.
|
||||||
|
|
||||||
|
All other non-permissive additional terms are considered "further
|
||||||
|
restrictions" within the meaning of section 10. If the Program as you
|
||||||
|
received it, or any part of it, contains a notice stating that it is
|
||||||
|
governed by this License along with a term that is a further
|
||||||
|
restriction, you may remove that term. If a license document contains
|
||||||
|
a further restriction but permits relicensing or conveying under this
|
||||||
|
License, you may add to a covered work material governed by the terms
|
||||||
|
of that license document, provided that the further restriction does
|
||||||
|
not survive such relicensing or conveying.
|
||||||
|
|
||||||
|
If you add terms to a covered work in accord with this section, you
|
||||||
|
must place, in the relevant source files, a statement of the
|
||||||
|
additional terms that apply to those files, or a notice indicating
|
||||||
|
where to find the applicable terms.
|
||||||
|
|
||||||
|
Additional terms, permissive or non-permissive, may be stated in the
|
||||||
|
form of a separately written license, or stated as exceptions;
|
||||||
|
the above requirements apply either way.
|
||||||
|
|
||||||
|
8. Termination.
|
||||||
|
|
||||||
|
You may not propagate or modify a covered work except as expressly
|
||||||
|
provided under this License. Any attempt otherwise to propagate or
|
||||||
|
modify it is void, and will automatically terminate your rights under
|
||||||
|
this License (including any patent licenses granted under the third
|
||||||
|
paragraph of section 11).
|
||||||
|
|
||||||
|
However, if you cease all violation of this License, then your
|
||||||
|
license from a particular copyright holder is reinstated (a)
|
||||||
|
provisionally, unless and until the copyright holder explicitly and
|
||||||
|
finally terminates your license, and (b) permanently, if the copyright
|
||||||
|
holder fails to notify you of the violation by some reasonable means
|
||||||
|
prior to 60 days after the cessation.
|
||||||
|
|
||||||
|
Moreover, your license from a particular copyright holder is
|
||||||
|
reinstated permanently if the copyright holder notifies you of the
|
||||||
|
violation by some reasonable means, this is the first time you have
|
||||||
|
received notice of violation of this License (for any work) from that
|
||||||
|
copyright holder, and you cure the violation prior to 30 days after
|
||||||
|
your receipt of the notice.
|
||||||
|
|
||||||
|
Termination of your rights under this section does not terminate the
|
||||||
|
licenses of parties who have received copies or rights from you under
|
||||||
|
this License. If your rights have been terminated and not permanently
|
||||||
|
reinstated, you do not qualify to receive new licenses for the same
|
||||||
|
material under section 10.
|
||||||
|
|
||||||
|
9. Acceptance Not Required for Having Copies.
|
||||||
|
|
||||||
|
You are not required to accept this License in order to receive or
|
||||||
|
run a copy of the Program. Ancillary propagation of a covered work
|
||||||
|
occurring solely as a consequence of using peer-to-peer transmission
|
||||||
|
to receive a copy likewise does not require acceptance. However,
|
||||||
|
nothing other than this License grants you permission to propagate or
|
||||||
|
modify any covered work. These actions infringe copyright if you do
|
||||||
|
not accept this License. Therefore, by modifying or propagating a
|
||||||
|
covered work, you indicate your acceptance of this License to do so.
|
||||||
|
|
||||||
|
10. Automatic Licensing of Downstream Recipients.
|
||||||
|
|
||||||
|
Each time you convey a covered work, the recipient automatically
|
||||||
|
receives a license from the original licensors, to run, modify and
|
||||||
|
propagate that work, subject to this License. You are not responsible
|
||||||
|
for enforcing compliance by third parties with this License.
|
||||||
|
|
||||||
|
An "entity transaction" is a transaction transferring control of an
|
||||||
|
organization, or substantially all assets of one, or subdividing an
|
||||||
|
organization, or merging organizations. If propagation of a covered
|
||||||
|
work results from an entity transaction, each party to that
|
||||||
|
transaction who receives a copy of the work also receives whatever
|
||||||
|
licenses to the work the party's predecessor in interest had or could
|
||||||
|
give under the previous paragraph, plus a right to possession of the
|
||||||
|
Corresponding Source of the work from the predecessor in interest, if
|
||||||
|
the predecessor has it or can get it with reasonable efforts.
|
||||||
|
|
||||||
|
You may not impose any further restrictions on the exercise of the
|
||||||
|
rights granted or affirmed under this License. For example, you may
|
||||||
|
not impose a license fee, royalty, or other charge for exercise of
|
||||||
|
rights granted under this License, and you may not initiate litigation
|
||||||
|
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||||
|
any patent claim is infringed by making, using, selling, offering for
|
||||||
|
sale, or importing the Program or any portion of it.
|
||||||
|
|
||||||
|
11. Patents.
|
||||||
|
|
||||||
|
A "contributor" is a copyright holder who authorizes use under this
|
||||||
|
License of the Program or a work on which the Program is based. The
|
||||||
|
work thus licensed is called the contributor's "contributor version".
|
||||||
|
|
||||||
|
A contributor's "essential patent claims" are all patent claims
|
||||||
|
owned or controlled by the contributor, whether already acquired or
|
||||||
|
hereafter acquired, that would be infringed by some manner, permitted
|
||||||
|
by this License, of making, using, or selling its contributor version,
|
||||||
|
but do not include claims that would be infringed only as a
|
||||||
|
consequence of further modification of the contributor version. For
|
||||||
|
purposes of this definition, "control" includes the right to grant
|
||||||
|
patent sublicenses in a manner consistent with the requirements of
|
||||||
|
this License.
|
||||||
|
|
||||||
|
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||||
|
patent license under the contributor's essential patent claims, to
|
||||||
|
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||||
|
propagate the contents of its contributor version.
|
||||||
|
|
||||||
|
In the following three paragraphs, a "patent license" is any express
|
||||||
|
agreement or commitment, however denominated, not to enforce a patent
|
||||||
|
(such as an express permission to practice a patent or covenant not to
|
||||||
|
sue for patent infringement). To "grant" such a patent license to a
|
||||||
|
party means to make such an agreement or commitment not to enforce a
|
||||||
|
patent against the party.
|
||||||
|
|
||||||
|
If you convey a covered work, knowingly relying on a patent license,
|
||||||
|
and the Corresponding Source of the work is not available for anyone
|
||||||
|
to copy, free of charge and under the terms of this License, through a
|
||||||
|
publicly available network server or other readily accessible means,
|
||||||
|
then you must either (1) cause the Corresponding Source to be so
|
||||||
|
available, or (2) arrange to deprive yourself of the benefit of the
|
||||||
|
patent license for this particular work, or (3) arrange, in a manner
|
||||||
|
consistent with the requirements of this License, to extend the patent
|
||||||
|
license to downstream recipients. "Knowingly relying" means you have
|
||||||
|
actual knowledge that, but for the patent license, your conveying the
|
||||||
|
covered work in a country, or your recipient's use of the covered work
|
||||||
|
in a country, would infringe one or more identifiable patents in that
|
||||||
|
country that you have reason to believe are valid.
|
||||||
|
|
||||||
|
If, pursuant to or in connection with a single transaction or
|
||||||
|
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||||
|
covered work, and grant a patent license to some of the parties
|
||||||
|
receiving the covered work authorizing them to use, propagate, modify
|
||||||
|
or convey a specific copy of the covered work, then the patent license
|
||||||
|
you grant is automatically extended to all recipients of the covered
|
||||||
|
work and works based on it.
|
||||||
|
|
||||||
|
A patent license is "discriminatory" if it does not include within
|
||||||
|
the scope of its coverage, prohibits the exercise of, or is
|
||||||
|
conditioned on the non-exercise of one or more of the rights that are
|
||||||
|
specifically granted under this License. You may not convey a covered
|
||||||
|
work if you are a party to an arrangement with a third party that is
|
||||||
|
in the business of distributing software, under which you make payment
|
||||||
|
to the third party based on the extent of your activity of conveying
|
||||||
|
the work, and under which the third party grants, to any of the
|
||||||
|
parties who would receive the covered work from you, a discriminatory
|
||||||
|
patent license (a) in connection with copies of the covered work
|
||||||
|
conveyed by you (or copies made from those copies), or (b) primarily
|
||||||
|
for and in connection with specific products or compilations that
|
||||||
|
contain the covered work, unless you entered into that arrangement,
|
||||||
|
or that patent license was granted, prior to 28 March 2007.
|
||||||
|
|
||||||
|
Nothing in this License shall be construed as excluding or limiting
|
||||||
|
any implied license or other defenses to infringement that may
|
||||||
|
otherwise be available to you under applicable patent law.
|
||||||
|
|
||||||
|
12. No Surrender of Others' Freedom.
|
||||||
|
|
||||||
|
If conditions are imposed on you (whether by court order, agreement or
|
||||||
|
otherwise) that contradict the conditions of this License, they do not
|
||||||
|
excuse you from the conditions of this License. If you cannot convey a
|
||||||
|
covered work so as to satisfy simultaneously your obligations under this
|
||||||
|
License and any other pertinent obligations, then as a consequence you may
|
||||||
|
not convey it at all. For example, if you agree to terms that obligate you
|
||||||
|
to collect a royalty for further conveying from those to whom you convey
|
||||||
|
the Program, the only way you could satisfy both those terms and this
|
||||||
|
License would be to refrain entirely from conveying the Program.
|
||||||
|
|
||||||
|
13. Use with the GNU Affero General Public License.
|
||||||
|
|
||||||
|
Notwithstanding any other provision of this License, you have
|
||||||
|
permission to link or combine any covered work with a work licensed
|
||||||
|
under version 3 of the GNU Affero General Public License into a single
|
||||||
|
combined work, and to convey the resulting work. The terms of this
|
||||||
|
License will continue to apply to the part which is the covered work,
|
||||||
|
but the special requirements of the GNU Affero General Public License,
|
||||||
|
section 13, concerning interaction through a network will apply to the
|
||||||
|
combination as such.
|
||||||
|
|
||||||
|
14. Revised Versions of this License.
|
||||||
|
|
||||||
|
The Free Software Foundation may publish revised and/or new versions of
|
||||||
|
the GNU General Public License from time to time. Such new versions will
|
||||||
|
be similar in spirit to the present version, but may differ in detail to
|
||||||
|
address new problems or concerns.
|
||||||
|
|
||||||
|
Each version is given a distinguishing version number. If the
|
||||||
|
Program specifies that a certain numbered version of the GNU General
|
||||||
|
Public License "or any later version" applies to it, you have the
|
||||||
|
option of following the terms and conditions either of that numbered
|
||||||
|
version or of any later version published by the Free Software
|
||||||
|
Foundation. If the Program does not specify a version number of the
|
||||||
|
GNU General Public License, you may choose any version ever published
|
||||||
|
by the Free Software Foundation.
|
||||||
|
|
||||||
|
If the Program specifies that a proxy can decide which future
|
||||||
|
versions of the GNU General Public License can be used, that proxy's
|
||||||
|
public statement of acceptance of a version permanently authorizes you
|
||||||
|
to choose that version for the Program.
|
||||||
|
|
||||||
|
Later license versions may give you additional or different
|
||||||
|
permissions. However, no additional obligations are imposed on any
|
||||||
|
author or copyright holder as a result of your choosing to follow a
|
||||||
|
later version.
|
||||||
|
|
||||||
|
15. Disclaimer of Warranty.
|
||||||
|
|
||||||
|
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||||
|
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||||
|
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||||
|
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||||
|
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||||
|
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||||
|
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||||
|
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||||
|
|
||||||
|
16. Limitation of Liability.
|
||||||
|
|
||||||
|
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||||
|
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||||
|
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||||
|
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||||
|
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||||
|
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||||
|
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||||
|
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||||
|
SUCH DAMAGES.
|
||||||
|
|
||||||
|
17. Interpretation of Sections 15 and 16.
|
||||||
|
|
||||||
|
If the disclaimer of warranty and limitation of liability provided
|
||||||
|
above cannot be given local legal effect according to their terms,
|
||||||
|
reviewing courts shall apply local law that most closely approximates
|
||||||
|
an absolute waiver of all civil liability in connection with the
|
||||||
|
Program, unless a warranty or assumption of liability accompanies a
|
||||||
|
copy of the Program in return for a fee.
|
||||||
|
|
||||||
|
END OF TERMS AND CONDITIONS
|
||||||
|
|
||||||
|
How to Apply These Terms to Your New Programs
|
||||||
|
|
||||||
|
If you develop a new program, and you want it to be of the greatest
|
||||||
|
possible use to the public, the best way to achieve this is to make it
|
||||||
|
free software which everyone can redistribute and change under these terms.
|
||||||
|
|
||||||
|
To do so, attach the following notices to the program. It is safest
|
||||||
|
to attach them to the start of each source file to most effectively
|
||||||
|
state the exclusion of warranty; and each file should have at least
|
||||||
|
the "copyright" line and a pointer to where the full notice is found.
|
||||||
|
|
||||||
|
<one line to give the program's name and a brief idea of what it does.>
|
||||||
|
Copyright (C) <year> <name of author>
|
||||||
|
|
||||||
|
This program is free software: you can redistribute it and/or modify
|
||||||
|
it under the terms of the GNU General Public License as published by
|
||||||
|
the Free Software Foundation, either version 3 of the License, or
|
||||||
|
(at your option) any later version.
|
||||||
|
|
||||||
|
This program is distributed in the hope that it will be useful,
|
||||||
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||||
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||||
|
GNU General Public License for more details.
|
||||||
|
|
||||||
|
You should have received a copy of the GNU General Public License
|
||||||
|
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||||
|
|
||||||
|
Also add information on how to contact you by electronic and paper mail.
|
||||||
|
|
||||||
|
If the program does terminal interaction, make it output a short
|
||||||
|
notice like this when it starts in an interactive mode:
|
||||||
|
|
||||||
|
<program> Copyright (C) <year> <name of author>
|
||||||
|
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||||
|
This is free software, and you are welcome to redistribute it
|
||||||
|
under certain conditions; type `show c' for details.
|
||||||
|
|
||||||
|
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||||
|
parts of the General Public License. Of course, your program's commands
|
||||||
|
might be different; for a GUI interface, you would use an "about box".
|
||||||
|
|
||||||
|
You should also get your employer (if you work as a programmer) or school,
|
||||||
|
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||||
|
For more information on this, and how to apply and follow the GNU GPL, see
|
||||||
|
<https://www.gnu.org/licenses/>.
|
||||||
|
|
||||||
|
The GNU General Public License does not permit incorporating your program
|
||||||
|
into proprietary programs. If your program is a subroutine library, you
|
||||||
|
may consider it more useful to permit linking proprietary applications with
|
||||||
|
the library. If this is what you want to do, use the GNU Lesser General
|
||||||
|
Public License instead of this License. But first, please read
|
||||||
|
<https://www.gnu.org/licenses/why-not-lgpl.html>.
|
||||||
33
applications/plugins/scorched_tanks/README.md
Normal file
33
applications/plugins/scorched_tanks/README.md
Normal file
@@ -0,0 +1,33 @@
|
|||||||
|
# Scorched tanks - flipper zero game
|
||||||
|
A flipper zero game inspired by scorched earth.
|
||||||
|
|
||||||
|
Current state is shown on this video: https://youtu.be/MKRm3_m7pJU
|
||||||
|

|
||||||
|
## How to do:
|
||||||
|
Do not hesitate to create PRs. If you start working on sth, please start branch name with TODO id (e.g. `feature/2-change-tank-icon`)
|
||||||
|
|
||||||
|
If you see an improvement, modify this readme and add suggestions via PR. Bugs can be reported via Issues
|
||||||
|
|
||||||
|
## What to do next (it's not in the priority order):
|
||||||
|
5. flatten surface beneath tanks
|
||||||
|
7. explosion animation
|
||||||
|
9. sub-ghz multi-player
|
||||||
|
11. add other types of weapons
|
||||||
|
12. code AI
|
||||||
|
13. add terain destruction
|
||||||
|
14. add terain gravity (fall down after hitting the middle of the mountain)
|
||||||
|
18. Add menu with settings (vibartion on/off, difficulty)
|
||||||
|
20. add more ground modifiers (currently there is only one hill in the middle, maybe 2 hills, skew map, etc)
|
||||||
|
|
||||||
|
## What have been done:
|
||||||
|
1. ~~remove movement~~
|
||||||
|
2. ~~change tank icon~~
|
||||||
|
3. ~~power as variable not constant~~
|
||||||
|
4. ~~better map generation: high, low regions~~ (continuation in point 20.)
|
||||||
|
6. ~~collision with the enemy~~
|
||||||
|
8. ~~local multi-player~~
|
||||||
|
10. ~~improve projectile trace draw on angles > 80~~
|
||||||
|
15. ~~FIX: firing stops when bullet fly above the screen~~
|
||||||
|
16. ~~Slightly randomize player and enemy spawn locations~~
|
||||||
|
17. ~~Shooting vibration~~
|
||||||
|
19. ~~Add wind~~
|
||||||
12
applications/plugins/scorched_tanks/application.fam
Normal file
12
applications/plugins/scorched_tanks/application.fam
Normal file
@@ -0,0 +1,12 @@
|
|||||||
|
App(
|
||||||
|
appid="Scorched_Tanks",
|
||||||
|
name="Scorched Tanks",
|
||||||
|
apptype=FlipperAppType.EXTERNAL,
|
||||||
|
entry_point="scorched_tanks_game_app",
|
||||||
|
cdefines=["APP_SCORCHED_TANKS_GAME"],
|
||||||
|
requires=["gui"],
|
||||||
|
stack_size=1 * 1024,
|
||||||
|
order=100,
|
||||||
|
fap_icon="scorchedTanks_10px.png",
|
||||||
|
fap_category="Games",
|
||||||
|
)
|
||||||
BIN
applications/plugins/scorched_tanks/scorchedTanks_10px.png
Normal file
BIN
applications/plugins/scorched_tanks/scorchedTanks_10px.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 614 B |
576
applications/plugins/scorched_tanks/scorched_tanks_game_app.c
Normal file
576
applications/plugins/scorched_tanks/scorched_tanks_game_app.c
Normal file
@@ -0,0 +1,576 @@
|
|||||||
|
#include <furi.h>
|
||||||
|
#include <gui/gui.h>
|
||||||
|
#include <input/input.h>
|
||||||
|
#include <stdlib.h>
|
||||||
|
#include <math.h>
|
||||||
|
#include <notification/notification.h>
|
||||||
|
#include <notification/notification_messages.h>
|
||||||
|
|
||||||
|
#define SCREEN_WIDTH 128
|
||||||
|
#define SCREEN_HEIGHT 64
|
||||||
|
#define PLAYER_INIT_LOCATION_X 20
|
||||||
|
#define PLAYER_INIT_AIM 45
|
||||||
|
#define PLAYER_INIT_POWER 50
|
||||||
|
#define ENEMY_INIT_LOCATION_X 108
|
||||||
|
#define TANK_BARREL_LENGTH 8
|
||||||
|
#define GRAVITY_FORCE 0.5
|
||||||
|
#define MIN_GROUND_HEIGHT 35
|
||||||
|
#define MAX_GROUND_HEIGHT 55
|
||||||
|
#define MAX_FIRE_POWER 100
|
||||||
|
#define MIN_FIRE_POWER 0
|
||||||
|
#define TANK_COLLIDER_SIZE 3
|
||||||
|
#define MAX_WIND 10
|
||||||
|
#define MAX_PLAYER_DIFF_X 20
|
||||||
|
#define MAX_ENEMY_DIFF_X 20
|
||||||
|
|
||||||
|
// That's a filthy workaround but sin(player.aimAngle) breaks it all... If you're able to fix it, please do create a PR!
|
||||||
|
double scorched_tanks_sin[91] = {
|
||||||
|
0.000, -0.017, -0.035, -0.052, -0.070, -0.087, -0.105, -0.122, -0.139, -0.156, -0.174, -0.191,
|
||||||
|
-0.208, -0.225, -0.242, -0.259, -0.276, -0.292, -0.309, -0.326, -0.342, -0.358, -0.375, -0.391,
|
||||||
|
-0.407, -0.423, -0.438, -0.454, -0.469, -0.485, -0.500, -0.515, -0.530, -0.545, -0.559, -0.574,
|
||||||
|
-0.588, -0.602, -0.616, -0.629, -0.643, -0.656, -0.669, -0.682, -0.695, -0.707, -0.719, -0.731,
|
||||||
|
-0.743, -0.755, -0.766, -0.777, -0.788, -0.799, -0.809, -0.819, -0.829, -0.839, -0.848, -0.857,
|
||||||
|
-0.866, -0.875, -0.883, -0.891, -0.899, -0.906, -0.914, -0.921, -0.927, -0.934, -0.940, -0.946,
|
||||||
|
-0.951, -0.956, -0.961, -0.966, -0.970, -0.974, -0.978, -0.982, -0.985, -0.988, -0.990, -0.993,
|
||||||
|
-0.995, -0.996, -0.998, -0.999, -0.999, -1.000, -1.000};
|
||||||
|
double scorched_tanks_cos[91] = {
|
||||||
|
1.000, 1.000, 0.999, 0.999, 0.998, 0.996, 0.995, 0.993, 0.990, 0.988, 0.985, 0.982, 0.978,
|
||||||
|
0.974, 0.970, 0.966, 0.961, 0.956, 0.951, 0.946, 0.940, 0.934, 0.927, 0.921, 0.914, 0.906,
|
||||||
|
0.899, 0.891, 0.883, 0.875, 0.866, 0.857, 0.848, 0.839, 0.829, 0.819, 0.809, 0.799, 0.788,
|
||||||
|
0.777, 0.766, 0.755, 0.743, 0.731, 0.719, 0.707, 0.695, 0.682, 0.669, 0.656, 0.643, 0.629,
|
||||||
|
0.616, 0.602, 0.588, 0.574, 0.559, 0.545, 0.530, 0.515, 0.500, 0.485, 0.469, 0.454, 0.438,
|
||||||
|
0.423, 0.407, 0.391, 0.375, 0.358, 0.342, 0.326, 0.309, 0.292, 0.276, 0.259, 0.242, 0.225,
|
||||||
|
0.208, 0.191, 0.174, 0.156, 0.139, 0.122, 0.105, 0.087, 0.070, 0.052, 0.035, 0.017, 0.000};
|
||||||
|
double scorched_tanks_tan[91] = {
|
||||||
|
0.000, -0.017, -0.035, -0.052, -0.070, -0.087, -0.105, -0.123, -0.141, -0.158, -0.176,
|
||||||
|
-0.194, -0.213, -0.231, -0.249, -0.268, -0.287, -0.306, -0.325, -0.344, -0.364, -0.384,
|
||||||
|
-0.404, -0.424, -0.445, -0.466, -0.488, -0.510, -0.532, -0.554, -0.577, -0.601, -0.625,
|
||||||
|
-0.649, -0.674, -0.700, -0.727, -0.754, -0.781, -0.810, -0.839, -0.869, -0.900, -0.932,
|
||||||
|
-0.966, -1.000, -1.036, -1.072, -1.111, -1.150, -1.192, -1.235, -1.280, -1.327, -1.376,
|
||||||
|
-1.428, -1.483, -1.540, -1.600, -1.664, -1.732, -1.804, -1.881, -1.963, -2.050, -2.144,
|
||||||
|
-2.246, -2.356, -2.475, -2.605, -2.747, -2.904, -3.078, -3.271, -3.487, -3.732, -4.011,
|
||||||
|
-4.331, -4.704, -5.144, -5.671, -6.313, -7.115, -8.144, -9.513, -11.429, -14.298, -19.077,
|
||||||
|
-28.627, -57.254, -90747.269};
|
||||||
|
unsigned char scorched_tanks_ground_modifiers[SCREEN_WIDTH] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 4, 6, 8, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 28, 26, 24, 22, 20, 18, 16, 14, 12, 10, 8, 6, 4, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
|
||||||
|
|
||||||
|
typedef struct
|
||||||
|
{
|
||||||
|
// +-----x
|
||||||
|
// |
|
||||||
|
// |
|
||||||
|
// y
|
||||||
|
uint8_t x;
|
||||||
|
uint8_t y;
|
||||||
|
} Point;
|
||||||
|
|
||||||
|
typedef struct
|
||||||
|
{
|
||||||
|
// +-----x
|
||||||
|
// |
|
||||||
|
// |
|
||||||
|
// y
|
||||||
|
double x;
|
||||||
|
double y;
|
||||||
|
} PointDetailed;
|
||||||
|
|
||||||
|
typedef struct
|
||||||
|
{
|
||||||
|
unsigned char locationX;
|
||||||
|
unsigned char hp;
|
||||||
|
int aimAngle;
|
||||||
|
unsigned char firePower;
|
||||||
|
} Tank;
|
||||||
|
|
||||||
|
typedef struct
|
||||||
|
{
|
||||||
|
Point ground[SCREEN_WIDTH];
|
||||||
|
Tank player;
|
||||||
|
Tank enemy;
|
||||||
|
bool isPlayerTurn;
|
||||||
|
bool isShooting;
|
||||||
|
int windSpeed;
|
||||||
|
Point trajectory[SCREEN_WIDTH];
|
||||||
|
unsigned char trajectoryAnimationStep;
|
||||||
|
PointDetailed bulletPosition;
|
||||||
|
PointDetailed bulletVector;
|
||||||
|
} Game;
|
||||||
|
|
||||||
|
typedef enum
|
||||||
|
{
|
||||||
|
EventTypeTick,
|
||||||
|
EventTypeKey,
|
||||||
|
} EventType;
|
||||||
|
|
||||||
|
typedef struct
|
||||||
|
{
|
||||||
|
EventType type;
|
||||||
|
InputEvent input;
|
||||||
|
} ScorchedTanksEvent;
|
||||||
|
|
||||||
|
int scorched_tanks_random(int min, int max)
|
||||||
|
{
|
||||||
|
return min + rand() % ((max + 1) - min);
|
||||||
|
}
|
||||||
|
|
||||||
|
void scorched_tanks_generate_ground(Game *game_state)
|
||||||
|
{
|
||||||
|
auto lastHeight = 45;
|
||||||
|
|
||||||
|
for (unsigned char a = 0; a < SCREEN_WIDTH; a++)
|
||||||
|
{
|
||||||
|
auto diffHeight = scorched_tanks_random(-2, 3);
|
||||||
|
auto changeLength = scorched_tanks_random(1, 6);
|
||||||
|
|
||||||
|
if (diffHeight == 0)
|
||||||
|
{
|
||||||
|
changeLength = 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
for (int b = 0; b < changeLength; b++)
|
||||||
|
{
|
||||||
|
if (a + b < SCREEN_WIDTH)
|
||||||
|
{
|
||||||
|
auto index = a + b;
|
||||||
|
auto newPoint = lastHeight + diffHeight;
|
||||||
|
newPoint = newPoint < MIN_GROUND_HEIGHT ? MIN_GROUND_HEIGHT : newPoint;
|
||||||
|
newPoint = newPoint > MAX_GROUND_HEIGHT ? MAX_GROUND_HEIGHT : newPoint;
|
||||||
|
game_state->ground[index].x = index;
|
||||||
|
game_state->ground[index].y = newPoint - scorched_tanks_ground_modifiers[a];
|
||||||
|
lastHeight = newPoint;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
a += b;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
a += changeLength - 1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void scorched_tanks_init_game(Game *game_state)
|
||||||
|
{
|
||||||
|
game_state->player.locationX = PLAYER_INIT_LOCATION_X + scorched_tanks_random(0, MAX_PLAYER_DIFF_X) - MAX_PLAYER_DIFF_X / 2;
|
||||||
|
game_state->player.aimAngle = PLAYER_INIT_AIM;
|
||||||
|
game_state->player.firePower = PLAYER_INIT_POWER;
|
||||||
|
game_state->enemy.aimAngle = PLAYER_INIT_AIM;
|
||||||
|
game_state->enemy.firePower = PLAYER_INIT_POWER;
|
||||||
|
game_state->enemy.locationX = ENEMY_INIT_LOCATION_X + scorched_tanks_random(0, MAX_ENEMY_DIFF_X) - MAX_ENEMY_DIFF_X / 2;
|
||||||
|
game_state->isPlayerTurn = true;
|
||||||
|
|
||||||
|
game_state->windSpeed = scorched_tanks_random(0, MAX_WIND);
|
||||||
|
|
||||||
|
for (int x = 0; x < SCREEN_WIDTH; x++)
|
||||||
|
{
|
||||||
|
game_state->trajectory[x].x = 0;
|
||||||
|
game_state->trajectory[x].y = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
scorched_tanks_generate_ground(game_state);
|
||||||
|
}
|
||||||
|
|
||||||
|
void scorched_tanks_calculate_trajectory(Game *game_state)
|
||||||
|
{
|
||||||
|
if (game_state->isShooting)
|
||||||
|
{
|
||||||
|
game_state->bulletVector.x += ((double)game_state->windSpeed - MAX_WIND / 2) / 40;
|
||||||
|
game_state->bulletVector.y += GRAVITY_FORCE;
|
||||||
|
|
||||||
|
game_state->bulletPosition.x += game_state->bulletVector.x;
|
||||||
|
game_state->bulletPosition.y += game_state->bulletVector.y;
|
||||||
|
|
||||||
|
int totalDistanceToEnemy = 100;
|
||||||
|
|
||||||
|
if (game_state->isPlayerTurn)
|
||||||
|
{
|
||||||
|
double distanceToEnemyX = game_state->enemy.locationX - game_state->bulletPosition.x;
|
||||||
|
double distanceToEnemyY = game_state->ground[game_state->enemy.locationX].y - TANK_COLLIDER_SIZE - game_state->bulletPosition.y;
|
||||||
|
totalDistanceToEnemy = sqrt(distanceToEnemyX * distanceToEnemyX + distanceToEnemyY * distanceToEnemyY);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
double distanceToEnemyX = game_state->player.locationX - game_state->bulletPosition.x;
|
||||||
|
double distanceToEnemyY = game_state->ground[game_state->player.locationX].y - TANK_COLLIDER_SIZE - game_state->bulletPosition.y;
|
||||||
|
totalDistanceToEnemy = sqrt(distanceToEnemyX * distanceToEnemyX + distanceToEnemyY * distanceToEnemyY);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (totalDistanceToEnemy <= TANK_COLLIDER_SIZE)
|
||||||
|
{
|
||||||
|
game_state->isShooting = false;
|
||||||
|
scorched_tanks_init_game(game_state);
|
||||||
|
game_state->isPlayerTurn = !game_state->isPlayerTurn;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (game_state->bulletPosition.x > SCREEN_WIDTH ||
|
||||||
|
game_state->bulletPosition.y > game_state->ground[(int)round(game_state->bulletPosition.x)].y)
|
||||||
|
{
|
||||||
|
game_state->isShooting = false;
|
||||||
|
game_state->bulletPosition.x = 0;
|
||||||
|
game_state->bulletPosition.y = 0;
|
||||||
|
game_state->windSpeed = scorched_tanks_random(0, MAX_WIND);
|
||||||
|
game_state->isPlayerTurn = !game_state->isPlayerTurn;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (game_state->bulletPosition.y > 0)
|
||||||
|
{
|
||||||
|
game_state->trajectory[game_state->trajectoryAnimationStep].x = round(game_state->bulletPosition.x);
|
||||||
|
game_state->trajectory[game_state->trajectoryAnimationStep].y = round(game_state->bulletPosition.y);
|
||||||
|
game_state->trajectoryAnimationStep++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
static void scorched_tanks_draw_tank(Canvas *const canvas, unsigned char x, unsigned char y, bool isPlayer)
|
||||||
|
{
|
||||||
|
unsigned char lineIndex = 0;
|
||||||
|
|
||||||
|
if (isPlayer)
|
||||||
|
{
|
||||||
|
// Draw tank base
|
||||||
|
canvas_draw_line(canvas, x - 3, y - lineIndex, x + 3, y - lineIndex++);
|
||||||
|
canvas_draw_line(canvas, x - 4, y - lineIndex, x + 4, y - lineIndex++);
|
||||||
|
canvas_draw_line(canvas, x - 4, y - lineIndex, x + 4, y - lineIndex++);
|
||||||
|
|
||||||
|
// draw turret
|
||||||
|
canvas_draw_line(canvas, x - 2, y - lineIndex, x + 1, y - lineIndex++);
|
||||||
|
canvas_draw_line(canvas, x - 2, y - lineIndex, x, y - lineIndex++);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Draw tank base
|
||||||
|
canvas_draw_line(canvas, x - 3, y - lineIndex, x + 3, y - lineIndex++);
|
||||||
|
canvas_draw_line(canvas, x - 4, y - lineIndex, x + 4, y - lineIndex++);
|
||||||
|
canvas_draw_line(canvas, x - 4, y - lineIndex, x + 4, y - lineIndex++);
|
||||||
|
|
||||||
|
// draw turret
|
||||||
|
canvas_draw_line(canvas, x - 1, y - lineIndex, x + 2, y - lineIndex++);
|
||||||
|
canvas_draw_line(canvas, x, y - lineIndex, x + 2, y - lineIndex++);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
static void scorched_tanks_render_callback(Canvas *const canvas, void *ctx)
|
||||||
|
{
|
||||||
|
const Game *game_state = acquire_mutex((ValueMutex *)ctx, 25);
|
||||||
|
|
||||||
|
if (game_state == NULL)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
canvas_draw_frame(canvas, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
|
||||||
|
|
||||||
|
canvas_set_color(canvas, ColorBlack);
|
||||||
|
|
||||||
|
if (game_state->isShooting)
|
||||||
|
{
|
||||||
|
canvas_draw_dot(canvas, game_state->bulletPosition.x, game_state->bulletPosition.y);
|
||||||
|
}
|
||||||
|
|
||||||
|
for (int a = 1; a < SCREEN_WIDTH; a++)
|
||||||
|
{
|
||||||
|
canvas_draw_line(
|
||||||
|
canvas,
|
||||||
|
game_state->ground[a - 1].x,
|
||||||
|
game_state->ground[a - 1].y,
|
||||||
|
game_state->ground[a].x,
|
||||||
|
game_state->ground[a].y);
|
||||||
|
|
||||||
|
if (game_state->trajectory[a].y != 0)
|
||||||
|
{
|
||||||
|
canvas_draw_dot(canvas, game_state->trajectory[a].x, game_state->trajectory[a].y);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
scorched_tanks_draw_tank(canvas, game_state->enemy.locationX, game_state->ground[game_state->enemy.locationX].y - TANK_COLLIDER_SIZE, true);
|
||||||
|
|
||||||
|
scorched_tanks_draw_tank(canvas, game_state->player.locationX, game_state->ground[game_state->player.locationX].y - TANK_COLLIDER_SIZE, false);
|
||||||
|
|
||||||
|
int aimX1 = 0;
|
||||||
|
int aimY1 = 0;
|
||||||
|
int aimX2 = 0;
|
||||||
|
int aimY2 = 0;
|
||||||
|
|
||||||
|
if (game_state->isPlayerTurn)
|
||||||
|
{
|
||||||
|
aimX1 = game_state->player.locationX;
|
||||||
|
aimY1 = game_state->ground[game_state->player.locationX].y - TANK_COLLIDER_SIZE;
|
||||||
|
|
||||||
|
double sinFromAngle = scorched_tanks_sin[game_state->player.aimAngle];
|
||||||
|
double cosFromAngle = scorched_tanks_cos[game_state->player.aimAngle];
|
||||||
|
aimX2 = aimX1 + TANK_BARREL_LENGTH * cosFromAngle;
|
||||||
|
aimY2 = aimY1 + TANK_BARREL_LENGTH * sinFromAngle;
|
||||||
|
|
||||||
|
aimX1 += 1;
|
||||||
|
aimX2 += 1;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
aimX1 = game_state->enemy.locationX;
|
||||||
|
aimY1 = game_state->ground[game_state->enemy.locationX].y - TANK_COLLIDER_SIZE;
|
||||||
|
|
||||||
|
double sinFromAngle = scorched_tanks_sin[game_state->enemy.aimAngle];
|
||||||
|
double cosFromAngle = scorched_tanks_cos[game_state->enemy.aimAngle];
|
||||||
|
aimX2 = aimX1 + TANK_BARREL_LENGTH * cosFromAngle;
|
||||||
|
aimY2 = aimY1 + TANK_BARREL_LENGTH * sinFromAngle;
|
||||||
|
|
||||||
|
aimX2 = aimX1 - (aimX2 - aimX1);
|
||||||
|
|
||||||
|
aimX1 -= 1;
|
||||||
|
aimX2 -= 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
canvas_draw_line(canvas, aimX1, aimY1 - 3, aimX2, aimY2 - 3);
|
||||||
|
|
||||||
|
canvas_set_font(canvas, FontSecondary);
|
||||||
|
|
||||||
|
char buffer2[12];
|
||||||
|
snprintf(buffer2, sizeof(buffer2), "wind: %i", game_state->windSpeed - MAX_WIND / 2);
|
||||||
|
canvas_draw_str(canvas, 55, 10, buffer2);
|
||||||
|
|
||||||
|
if (game_state->isPlayerTurn)
|
||||||
|
{
|
||||||
|
canvas_draw_str(canvas, 93, 10, "player1");
|
||||||
|
|
||||||
|
char buffer[12];
|
||||||
|
snprintf(buffer, sizeof(buffer), "a: %u", game_state->player.aimAngle);
|
||||||
|
canvas_draw_str(canvas, 2, 10, buffer);
|
||||||
|
|
||||||
|
snprintf(buffer, sizeof(buffer), "p: %u", game_state->player.firePower);
|
||||||
|
canvas_draw_str(canvas, 27, 10, buffer);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
canvas_draw_str(canvas, 93, 10, "player2");
|
||||||
|
|
||||||
|
char buffer[12];
|
||||||
|
snprintf(buffer, sizeof(buffer), "a: %u", game_state->enemy.aimAngle);
|
||||||
|
canvas_draw_str(canvas, 2, 10, buffer);
|
||||||
|
|
||||||
|
snprintf(buffer, sizeof(buffer), "p: %u", game_state->enemy.firePower);
|
||||||
|
canvas_draw_str(canvas, 27, 10, buffer);
|
||||||
|
}
|
||||||
|
|
||||||
|
release_mutex((ValueMutex *)ctx, game_state);
|
||||||
|
}
|
||||||
|
|
||||||
|
static void scorched_tanks_input_callback(InputEvent *input_event, FuriMessageQueue *event_queue)
|
||||||
|
{
|
||||||
|
furi_assert(event_queue);
|
||||||
|
|
||||||
|
ScorchedTanksEvent event = {.type = EventTypeKey, .input = *input_event};
|
||||||
|
furi_message_queue_put(event_queue, &event, FuriWaitForever);
|
||||||
|
}
|
||||||
|
|
||||||
|
static void scorched_tanks_update_timer_callback(FuriMessageQueue *event_queue)
|
||||||
|
{
|
||||||
|
furi_assert(event_queue);
|
||||||
|
|
||||||
|
ScorchedTanksEvent event = {.type = EventTypeTick};
|
||||||
|
furi_message_queue_put(event_queue, &event, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
static void scorched_tanks_increase_power(Game *game_state)
|
||||||
|
{
|
||||||
|
if (game_state->player.firePower < MAX_FIRE_POWER && !game_state->isShooting)
|
||||||
|
{
|
||||||
|
if (game_state->isPlayerTurn && game_state->player.firePower < MAX_FIRE_POWER)
|
||||||
|
{
|
||||||
|
game_state->player.firePower++;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!game_state->isPlayerTurn && game_state->enemy.firePower < MAX_FIRE_POWER)
|
||||||
|
{
|
||||||
|
game_state->enemy.firePower++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
static void scorched_tanks_decrease_power(Game *game_state)
|
||||||
|
{
|
||||||
|
if (game_state->player.firePower > MIN_FIRE_POWER && !game_state->isShooting)
|
||||||
|
{
|
||||||
|
if (game_state->isPlayerTurn && game_state->player.firePower > MIN_FIRE_POWER)
|
||||||
|
{
|
||||||
|
game_state->player.firePower--;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!game_state->isPlayerTurn && game_state->enemy.firePower > MIN_FIRE_POWER)
|
||||||
|
{
|
||||||
|
game_state->enemy.firePower--;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
static void scorched_tanks_aim_up(Game *game_state)
|
||||||
|
{
|
||||||
|
if (!game_state->isShooting)
|
||||||
|
{
|
||||||
|
if (game_state->isPlayerTurn && game_state->player.aimAngle < 90)
|
||||||
|
{
|
||||||
|
game_state->player.aimAngle++;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!game_state->isPlayerTurn && game_state->enemy.aimAngle < 90)
|
||||||
|
{
|
||||||
|
game_state->enemy.aimAngle++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
static void scorched_tanks_aim_down(Game *game_state)
|
||||||
|
{
|
||||||
|
if (game_state->player.aimAngle > 0 && !game_state->isShooting)
|
||||||
|
{
|
||||||
|
if (game_state->isPlayerTurn)
|
||||||
|
{
|
||||||
|
game_state->player.aimAngle--;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
game_state->enemy.aimAngle--;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
const NotificationSequence sequence_long_vibro = {
|
||||||
|
&message_vibro_on,
|
||||||
|
&message_delay_500,
|
||||||
|
&message_vibro_off,
|
||||||
|
NULL,
|
||||||
|
};
|
||||||
|
|
||||||
|
static void scorched_tanks_fire(Game *game_state)
|
||||||
|
{
|
||||||
|
if (!game_state->isShooting)
|
||||||
|
{
|
||||||
|
if (game_state->isPlayerTurn)
|
||||||
|
{
|
||||||
|
double sinFromAngle = scorched_tanks_sin[game_state->player.aimAngle];
|
||||||
|
double cosFromAngle = scorched_tanks_cos[game_state->player.aimAngle];
|
||||||
|
auto aimX1 = game_state->player.locationX;
|
||||||
|
auto aimY1 = game_state->ground[game_state->player.locationX].y - TANK_COLLIDER_SIZE;
|
||||||
|
int aimX2 = aimX1 + TANK_BARREL_LENGTH * cosFromAngle;
|
||||||
|
int aimY2 = aimY1 + TANK_BARREL_LENGTH * sinFromAngle;
|
||||||
|
game_state->bulletPosition.x = aimX2;
|
||||||
|
game_state->bulletPosition.y = aimY2;
|
||||||
|
game_state->bulletVector.x = scorched_tanks_cos[game_state->player.aimAngle] * ((double)game_state->player.firePower / 10);
|
||||||
|
game_state->bulletVector.y = scorched_tanks_sin[game_state->player.aimAngle] * ((double)game_state->player.firePower / 10);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
double sinFromAngle = scorched_tanks_sin[game_state->enemy.aimAngle];
|
||||||
|
double cosFromAngle = scorched_tanks_cos[game_state->enemy.aimAngle];
|
||||||
|
auto aimX1 = game_state->enemy.locationX;
|
||||||
|
auto aimY1 = game_state->ground[game_state->enemy.locationX].y - TANK_COLLIDER_SIZE;
|
||||||
|
int aimX2 = aimX1 + TANK_BARREL_LENGTH * cosFromAngle;
|
||||||
|
int aimY2 = aimY1 + TANK_BARREL_LENGTH * sinFromAngle;
|
||||||
|
aimX2 = aimX1 - (aimX2 - aimX1);
|
||||||
|
|
||||||
|
game_state->bulletPosition.x = aimX2;
|
||||||
|
game_state->bulletPosition.y = aimY2;
|
||||||
|
game_state->bulletVector.x = -scorched_tanks_cos[game_state->enemy.aimAngle] * ((double)game_state->enemy.firePower / 10);
|
||||||
|
game_state->bulletVector.y = scorched_tanks_sin[game_state->enemy.aimAngle] * ((double)game_state->enemy.firePower / 10);
|
||||||
|
}
|
||||||
|
|
||||||
|
game_state->trajectoryAnimationStep = 0;
|
||||||
|
|
||||||
|
for (int x = 0; x < SCREEN_WIDTH; x++)
|
||||||
|
{
|
||||||
|
game_state->trajectory[x].x = 0;
|
||||||
|
game_state->trajectory[x].y = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
game_state->isShooting = true;
|
||||||
|
|
||||||
|
NotificationApp *notification = furi_record_open("notification");
|
||||||
|
notification_message(notification, &sequence_long_vibro);
|
||||||
|
notification_message(notification, &sequence_blink_white_100);
|
||||||
|
furi_record_close("notification");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
int32_t scorched_tanks_game_app(void *p)
|
||||||
|
{
|
||||||
|
UNUSED(p);
|
||||||
|
srand(DWT->CYCCNT);
|
||||||
|
|
||||||
|
FuriMessageQueue *event_queue = furi_message_queue_alloc(8, sizeof(ScorchedTanksEvent));
|
||||||
|
|
||||||
|
Game *game_state = malloc(sizeof(Game));
|
||||||
|
scorched_tanks_init_game(game_state);
|
||||||
|
|
||||||
|
ValueMutex state_mutex;
|
||||||
|
if (!init_mutex(&state_mutex, game_state, sizeof(ScorchedTanksEvent)))
|
||||||
|
{
|
||||||
|
FURI_LOG_E("ScorchedTanks", "cannot create mutex\r\n");
|
||||||
|
free(game_state);
|
||||||
|
return 255;
|
||||||
|
}
|
||||||
|
|
||||||
|
ViewPort *view_port = view_port_alloc();
|
||||||
|
view_port_draw_callback_set(view_port, scorched_tanks_render_callback, &state_mutex);
|
||||||
|
view_port_input_callback_set(view_port, scorched_tanks_input_callback, event_queue);
|
||||||
|
|
||||||
|
FuriTimer *timer =
|
||||||
|
furi_timer_alloc(scorched_tanks_update_timer_callback, FuriTimerTypePeriodic, event_queue);
|
||||||
|
furi_timer_start(timer, 2000);
|
||||||
|
|
||||||
|
// Open GUI and register view_port
|
||||||
|
Gui *gui = furi_record_open(RECORD_GUI);
|
||||||
|
gui_add_view_port(gui, view_port, GuiLayerFullscreen);
|
||||||
|
|
||||||
|
ScorchedTanksEvent event;
|
||||||
|
for (bool processing = true; processing;)
|
||||||
|
{
|
||||||
|
FuriStatus event_status = furi_message_queue_get(event_queue, &event, 50);
|
||||||
|
|
||||||
|
if (event.type == EventTypeKey)
|
||||||
|
{ // && game->isPlayerTurn
|
||||||
|
if (event.input.type == InputTypeRepeat || event.input.type == InputTypeShort)
|
||||||
|
{
|
||||||
|
switch (event.input.key)
|
||||||
|
{
|
||||||
|
case InputKeyUp:
|
||||||
|
scorched_tanks_aim_up(game_state);
|
||||||
|
break;
|
||||||
|
case InputKeyDown:
|
||||||
|
scorched_tanks_aim_down(game_state);
|
||||||
|
break;
|
||||||
|
case InputKeyRight:
|
||||||
|
scorched_tanks_increase_power(game_state);
|
||||||
|
break;
|
||||||
|
case InputKeyLeft:
|
||||||
|
scorched_tanks_decrease_power(game_state);
|
||||||
|
break;
|
||||||
|
case InputKeyOk:
|
||||||
|
scorched_tanks_fire(game_state);
|
||||||
|
break;
|
||||||
|
case InputKeyBack:
|
||||||
|
processing = false;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (event.type == EventTypeTick)
|
||||||
|
{
|
||||||
|
scorched_tanks_calculate_trajectory(game_state);
|
||||||
|
}
|
||||||
|
|
||||||
|
view_port_update(view_port);
|
||||||
|
release_mutex(&state_mutex, game_state);
|
||||||
|
}
|
||||||
|
|
||||||
|
furi_timer_free(timer);
|
||||||
|
view_port_enabled_set(view_port, false);
|
||||||
|
gui_remove_view_port(gui, view_port);
|
||||||
|
furi_record_close(RECORD_GUI);
|
||||||
|
view_port_free(view_port);
|
||||||
|
furi_message_queue_free(event_queue);
|
||||||
|
delete_mutex(&state_mutex);
|
||||||
|
free(game_state);
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
BIN
applications/plugins/scorched_tanks/scorched_tanks_v1.gif
Normal file
BIN
applications/plugins/scorched_tanks/scorched_tanks_v1.gif
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 136 KiB |
Reference in New Issue
Block a user