mirror of
https://github.com/Next-Flip/Momentum-Firmware.git
synced 2026-05-13 18:08:35 -07:00
First Update
This commit is contained in:
@@ -1,400 +0,0 @@
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#include <furi.h>
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#include <gui/gui.h>
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#include <input/input.h>
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#include <stdlib.h>
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//ORIGINAL REPO: https://github.com/Dooskington/flipperzero-zombiez
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//AUTHORS: https://github.com/Dooskington | https://github.com/DevMilanIan
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#include "zombiez.h"
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#define ZOMBIES_MAX 3
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#define ZOMBIES_WIDTH 5
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#define ZOMBIES_HEIGHT 8
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#define PROJECTILES_MAX 10
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#define MIN_Y 5
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#define MAX_Y 58
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#define WALL_X 16
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#define PLAYER_START_X 8
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#define PLAYER_START_Y (MAX_Y - MIN_Y) / 2
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typedef enum {
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EventTypeTick,
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EventTypeKey,
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} EventType;
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typedef struct {
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EventType type;
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InputEvent input;
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} PluginEvent;
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typedef enum { GameStatePlaying, GameStateGameOver } GameState;
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typedef struct {
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int x;
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int y;
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} Point;
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typedef struct {
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Point position;
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int hp;
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} Player;
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typedef struct {
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Point position;
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int hp;
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} Zombie;
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typedef struct {
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Point position;
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} Projectile;
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typedef struct {
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GameState game_state;
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Player player;
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size_t zombies_count;
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Zombie* zombies[ZOMBIES_MAX];
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size_t projectiles_count;
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Projectile* projectiles[PROJECTILES_MAX];
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uint16_t score;
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bool input_shoot;
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} PluginState;
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static void render_callback(Canvas* const canvas, void* ctx) {
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const PluginState* plugin_state = acquire_mutex((ValueMutex*)ctx, 25);
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if(plugin_state == NULL) {
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return;
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}
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canvas_draw_frame(canvas, 0, 0, 128, 64);
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canvas_set_font(canvas, FontPrimary);
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canvas_draw_str_aligned(
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canvas,
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plugin_state->player.position.x,
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plugin_state->player.position.y,
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AlignCenter,
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AlignCenter,
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"@");
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canvas_draw_line(canvas, WALL_X, 0, WALL_X, 64);
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canvas_draw_line(canvas, WALL_X + 2, 4, WALL_X + 2, 59);
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for(int i = 0; i < PROJECTILES_MAX; ++i) {
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Projectile* p = plugin_state->projectiles[i];
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if(p != NULL) {
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canvas_draw_disc(canvas, p->position.x, p->position.y, 3);
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}
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}
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for(int i = 0; i < ZOMBIES_MAX; ++i) {
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Zombie* z = plugin_state->zombies[i];
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if(z != NULL) {
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for(int h = 0; h < ZOMBIES_HEIGHT; h++) {
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for(int w = 0; w < ZOMBIES_WIDTH; w++) {
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// Switch animation
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int zIdx = 0;
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if(z->position.x % 2 == 0) {
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zIdx = 1;
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}
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// Draw zombie pixels
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if(zombie_array[zIdx][h][w] == 1) {
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int x = z->position.x + w;
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int y = z->position.y + h;
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canvas_draw_dot(canvas, x, y);
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}
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}
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}
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}
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}
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int heart;
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if((plugin_state->player.hp - 10) > 5) { // 16, 17, 18, 19, 20
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heart = 0;
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} else if((plugin_state->player.hp - 5) > 5) { // 11, 12, 13, 14, 15
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heart = 1;
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} else if((plugin_state->player.hp - 3) > 2) { // 6, 7, 8, 9, 10
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heart = 2;
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} else if(plugin_state->player.hp > 0) { // 1, 2, 3, 4, 5
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heart = 3;
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} else { // 0
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heart = 4;
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}
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// visual representation of health
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for(int h = 0; h < 5; h++) {
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for(int w = 0; w < 5; w++) {
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if(heart_array[heart][h][w] == 1) {
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int x = 124 - w;
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int y = 56 + h;
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canvas_draw_dot(canvas, x, y);
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}
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}
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}
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// buffer hp + score
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char hpBuffer[8];
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char scoreBuffer[14];
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if(plugin_state->game_state == GameStatePlaying) {
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// display ammo / reload
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if(plugin_state->projectiles_count >= PROJECTILES_MAX) {
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canvas_draw_str_aligned(canvas, 24, 10, AlignLeft, AlignCenter, "RELOAD");
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} else {
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for(uint8_t i = 0; i < (PROJECTILES_MAX - plugin_state->projectiles_count); i++) {
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canvas_draw_box(canvas, 24 + (4 * i), 6, 2, 4);
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}
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}
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// display hp + score
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snprintf(hpBuffer, sizeof(hpBuffer), "%u", plugin_state->player.hp);
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canvas_draw_str_aligned(canvas, 118, 62, AlignRight, AlignBottom, hpBuffer);
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snprintf(scoreBuffer, sizeof(scoreBuffer), "%u", plugin_state->score);
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canvas_draw_str_aligned(canvas, 126, 10, AlignRight, AlignBottom, scoreBuffer);
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}
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// Game Over banner
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if(plugin_state->game_state == GameStateGameOver) {
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// Screen is 128x64 px
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canvas_set_color(canvas, ColorWhite);
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canvas_draw_box(canvas, 34, 20, 62, 24);
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canvas_set_color(canvas, ColorBlack);
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canvas_draw_frame(canvas, 34, 20, 62, 24);
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canvas_set_font(canvas, FontPrimary);
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canvas_draw_str(canvas, 37, 31, "Game Over");
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canvas_set_font(canvas, FontSecondary);
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snprintf(scoreBuffer, sizeof(scoreBuffer), "Score: %u", plugin_state->score);
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canvas_draw_str_aligned(canvas, 64, 41, AlignCenter, AlignBottom, scoreBuffer);
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}
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//char* info = (char*)malloc(16 * sizeof(char));
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//asprintf(&info, "%d, %d", plugin_state->x, plugin_state->y);
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//canvas_draw_str_aligned(canvas, 32, 16, AlignLeft, AlignBottom, info);
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//free(info);
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release_mutex((ValueMutex*)ctx, plugin_state);
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}
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static void input_callback(InputEvent* input_event, FuriMessageQueue* event_queue) {
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furi_assert(event_queue);
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PluginEvent event = {.type = EventTypeKey, .input = *input_event};
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furi_message_queue_put(event_queue, &event, FuriWaitForever);
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}
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static void tick(PluginState* const plugin_state) {
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if(plugin_state->input_shoot && (plugin_state->projectiles_count < PROJECTILES_MAX)) {
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Projectile* p = (Projectile*)malloc(sizeof(Projectile));
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p->position.x = plugin_state->player.position.x;
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p->position.y = plugin_state->player.position.y;
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size_t idx = plugin_state->projectiles_count;
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plugin_state->projectiles[idx] = p;
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plugin_state->projectiles_count += 1;
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}
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for(int i = 0; i < ZOMBIES_MAX; ++i) {
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if(!plugin_state->zombies[i]) {
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Zombie* z = (Zombie*)malloc(sizeof(Zombie));
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//z->hp = 20;
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z->position.x = 126;
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z->position.y = MIN_Y + (rand() % (MAX_Y - MIN_Y));
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plugin_state->zombies[i] = z;
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plugin_state->zombies_count += 1;
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}
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}
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for(int i = 0; i < PROJECTILES_MAX; ++i) {
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Projectile* p = plugin_state->projectiles[i];
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if(p != NULL) {
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p->position.x += 2;
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for(int i = 0; i < ZOMBIES_MAX; ++i) {
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Zombie* z = plugin_state->zombies[i];
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if(z != NULL) {
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if( // projectile close enough to zombie
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(((z->position.x - p->position.x) <= 2) &&
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((z->position.y - p->position.y) <= 4)) &&
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(((p->position.x - z->position.x) <= 2) &&
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((p->position.y - z->position.y) <= 6))) {
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//z->hp -= 5;
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//if(z->hp <= 0) {
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plugin_state->zombies_count -= 1;
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free(z);
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plugin_state->zombies[i] = NULL;
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plugin_state->score++;
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//if(plugin_state->score % 15 == 0) DOLPHIN_DEED(getRandomDeed());
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//}
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} else if(z->position.x <= WALL_X && z->position.x > 0) { // zombie got to the wall
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plugin_state->zombies_count -= 1;
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free(z);
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plugin_state->zombies[i] = NULL;
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if(plugin_state->player.hp > 0) {
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plugin_state->player.hp--;
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} else {
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plugin_state->game_state = GameStateGameOver;
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}
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} else {
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if(furi_get_tick() % 2 == 0) z->position.x--;
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}
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}
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}
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if(p->position.x >= 128) {
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free(p);
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plugin_state->projectiles[i] = NULL;
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}
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}
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}
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plugin_state->input_shoot = false;
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}
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static void timer_callback(void* ctx) {
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furi_assert(ctx);
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FuriMessageQueue* event_queue = ctx;
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PluginEvent event = {.type = EventTypeTick};
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furi_message_queue_put(event_queue, &event, 0);
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}
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static void zombiez_state_init(PluginState* const plugin_state) {
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plugin_state->player.position.x = PLAYER_START_X;
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plugin_state->player.position.y = PLAYER_START_Y;
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plugin_state->player.hp = 20;
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plugin_state->projectiles_count = 0;
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plugin_state->zombies_count = 0;
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plugin_state->score = 0;
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for(int i = 0; i < PROJECTILES_MAX; i++) {
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plugin_state->projectiles[i] = NULL;
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}
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for(int i = 0; i < ZOMBIES_MAX; i++) {
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plugin_state->zombies[i] = NULL;
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}
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plugin_state->game_state = GameStatePlaying;
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plugin_state->input_shoot = false;
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}
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int32_t zombiez_game_app(void* p) {
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UNUSED(p);
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uint32_t return_code = 0;
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FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(PluginEvent));
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PluginState* plugin_state = malloc(sizeof(PluginState));
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zombiez_state_init(plugin_state);
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ValueMutex state_mutex;
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if(!init_mutex(&state_mutex, plugin_state, sizeof(PluginState))) {
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FURI_LOG_E("Zombiez", "cannot create mutex\r\n");
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return_code = 255;
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goto free_and_exit;
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}
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// Set system callbacks
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ViewPort* view_port = view_port_alloc();
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view_port_draw_callback_set(view_port, render_callback, &state_mutex);
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view_port_input_callback_set(view_port, input_callback, event_queue);
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FuriTimer* timer = furi_timer_alloc(timer_callback, FuriTimerTypePeriodic, event_queue);
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furi_timer_start(timer, furi_kernel_get_tick_frequency() / 22);
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// Open GUI and register view_port
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Gui* gui = furi_record_open(RECORD_GUI);
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gui_add_view_port(gui, view_port, GuiLayerFullscreen);
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PluginEvent event;
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bool isRunning = true;
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while(isRunning) {
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FuriStatus event_status = furi_message_queue_get(event_queue, &event, 100);
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PluginState* plugin_state = (PluginState*)acquire_mutex_block(&state_mutex);
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if(event_status == FuriStatusOk) {
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if(event.type == EventTypeKey) {
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if(event.input.type == InputTypePress) {
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switch(event.input.key) {
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case InputKeyUp:
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if(plugin_state->player.position.y > MIN_Y &&
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plugin_state->game_state == GameStatePlaying) {
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plugin_state->player.position.y--;
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}
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break;
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case InputKeyDown:
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if(plugin_state->player.position.y < MAX_Y &&
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plugin_state->game_state == GameStatePlaying) {
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plugin_state->player.position.y++;
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}
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break;
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case InputKeyOk:
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if(plugin_state->projectiles_count < PROJECTILES_MAX &&
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plugin_state->game_state == GameStatePlaying) {
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plugin_state->input_shoot = true;
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}
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break;
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case InputKeyBack:
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break;
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default:
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break;
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}
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} else if(
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event.input.type == InputTypeRepeat &&
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plugin_state->game_state == GameStatePlaying) {
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switch(event.input.key) {
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case InputKeyUp:
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if(plugin_state->player.position.y > (MIN_Y + 1)) {
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plugin_state->player.position.y -= 4;
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}
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break;
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case InputKeyDown:
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if(plugin_state->player.position.y < (MAX_Y - 1)) {
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plugin_state->player.position.y += 4;
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}
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break;
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default:
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break;
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}
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} else if(event.input.type == InputTypeLong) {
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if(event.input.key == InputKeyOk) {
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if(plugin_state->game_state == GameStateGameOver) {
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zombiez_state_init(plugin_state);
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} else if(plugin_state->projectiles_count >= PROJECTILES_MAX) {
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plugin_state->projectiles_count = 0;
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plugin_state->player.hp++;
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}
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} else if(event.input.key == InputKeyBack) {
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isRunning = false;
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}
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}
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} else if(event.type == EventTypeTick) {
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tick(plugin_state);
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}
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} else {
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// event timeout
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}
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view_port_update(view_port);
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release_mutex(&state_mutex, plugin_state);
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}
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furi_timer_free(timer);
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view_port_enabled_set(view_port, false);
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gui_remove_view_port(gui, view_port);
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furi_record_close(RECORD_GUI);
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view_port_free(view_port);
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delete_mutex(&state_mutex);
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free_and_exit:
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free(plugin_state);
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furi_message_queue_free(event_queue);
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return return_code;
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}
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