Add some new games

This commit is contained in:
Willy-JL
2023-06-17 03:09:33 +01:00
parent 249200cfbb
commit 5dc410b7ae
56 changed files with 5390 additions and 24 deletions

320
applications/external/4inrow/4inrow.c vendored Normal file
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#include <stdio.h>
#include <furi.h>
#include <gui/gui.h>
#include <input/input.h>
#include <notification/notification.h>
#include <notification/notification_messages.h>
static int matrix[6][7] = {0};
static int cursorx = 3;
static int cursory = 5;
static int player = 1;
static int scoreX = 0;
static int scoreO = 0;
typedef struct {
FuriMutex* mutex;
} FourInRowState;
void init() {
for(size_t i = 0; i < 6; i++) {
for(size_t j = 0; j < 7; j++) {
matrix[i][j] = 0;
}
}
cursorx = 3;
cursory = 5;
player = 1;
}
const NotificationSequence end = {
&message_vibro_on,
&message_note_ds4,
&message_delay_10,
&message_sound_off,
&message_delay_10,
&message_note_ds4,
&message_delay_10,
&message_sound_off,
&message_delay_10,
&message_note_ds4,
&message_delay_10,
&message_sound_off,
&message_delay_10,
&message_vibro_off,
NULL,
};
void intToStr(int num, char* str) {
int i = 0, sign = 0;
if(num < 0) {
num = -num;
sign = 1;
}
do {
str[i++] = num % 10 + '0';
num /= 10;
} while(num > 0);
if(sign) {
str[i++] = '-';
}
str[i] = '\0';
// Reverse the string
int j, len = i;
char temp;
for(j = 0; j < len / 2; j++) {
temp = str[j];
str[j] = str[len - j - 1];
str[len - j - 1] = temp;
}
}
int next_height(int x) {
if(matrix[0][x] != 0) {
return -1;
}
for(size_t y = 1; y < 6; y++) {
if(matrix[y][x] != 0) {
return y - 1;
}
}
return 5;
}
int wincheck() {
for(size_t y = 0; y <= 2; y++) {
for(size_t x = 0; x <= 6; x++) {
if(matrix[y][x] != 0 && matrix[y][x] == matrix[y + 1][x] &&
matrix[y][x] == matrix[y + 2][x] && matrix[y][x] == matrix[y + 3][x]) {
return matrix[y][x];
}
}
}
for(size_t y = 0; y <= 5; y++) {
for(size_t x = 0; x <= 3; x++) {
if(matrix[y][x] != 0 && matrix[y][x] == matrix[y][x + 1] &&
matrix[y][x] == matrix[y][x + 2] && matrix[y][x] == matrix[y][x + 3]) {
return matrix[y][x];
}
}
}
for(size_t y = 0; y <= 2; y++) {
for(size_t x = 0; x <= 3; x++) {
if(matrix[y][x] != 0 && matrix[y][x] == matrix[y + 1][x + 1] &&
matrix[y][x] == matrix[y + 2][x + 2] && matrix[y][x] == matrix[y + 3][x + 3]) {
return matrix[y][x];
}
}
}
for(size_t y = 3; y <= 5; y++) {
for(size_t x = 0; x <= 3; x++) {
if(matrix[y][x] != 0 && matrix[y][x] == matrix[y - 1][x + 1] &&
matrix[y][x] == matrix[y - 2][x + 2] && matrix[y][x] == matrix[y - 3][x + 3]) {
return matrix[y][x];
}
}
}
bool tf = true;
for(size_t y = 0; y < 6; y++) {
for(size_t x = 0; x < 7; x++) {
if(matrix[y][x] == 0) {
tf = false;
}
}
}
if(tf) {
return 0;
}
return -1;
}
static void draw_callback(Canvas* canvas, void* ctx) {
furi_assert(ctx);
const FourInRowState* fourinrow_state = ctx;
furi_mutex_acquire(fourinrow_state->mutex, FuriWaitForever);
canvas_clear(canvas);
if(wincheck() != -1) {
canvas_set_font(canvas, FontPrimary);
if(wincheck() == 0) {
canvas_draw_str(canvas, 30, 35, "Draw! O_o");
}
if(wincheck() == 1) {
canvas_draw_str(canvas, 30, 35, "Player X win!");
}
if(wincheck() == 2) {
canvas_draw_str(canvas, 30, 35, "Player O win!");
}
furi_mutex_release(fourinrow_state->mutex);
return;
}
for(size_t i = 0; i < 6; i++) {
for(size_t j = 0; j < 7; j++) {
char el[2];
switch(matrix[i][j]) {
case 0:
strcpy(el, "_\0");
break;
case 1:
strcpy(el, "X\0");
break;
case 2:
strcpy(el, "O\0");
break;
}
canvas_draw_str(canvas, j * 10 + 10, i * 10 + 10, el);
}
}
canvas_draw_str(canvas, cursorx * 10 + 8, cursory * 10 + 10, "[ ]");
if(player == 1) {
canvas_draw_str(canvas, 80, 10, "Turn: X");
}
if(player == 2) {
canvas_draw_str(canvas, 80, 10, "Turn: O");
}
char scX[1];
intToStr(scoreX, scX);
char scO[1];
intToStr(scoreO, scO);
canvas_draw_str(canvas, 80, 20, "X:");
canvas_draw_str(canvas, 90, 20, scX);
canvas_draw_str(canvas, 80, 30, "O:");
canvas_draw_str(canvas, 90, 30, scO);
furi_mutex_release(fourinrow_state->mutex);
}
static void input_callback(InputEvent* input_event, void* ctx) {
// Проверяем, что контекст не нулевой
furi_assert(ctx);
FuriMessageQueue* event_queue = ctx;
furi_message_queue_put(event_queue, input_event, FuriWaitForever);
}
int32_t four_in_row_app(void* p) {
UNUSED(p);
// Текущее событие типа InputEvent
InputEvent event;
// Очередь событий на 8 элементов размера InputEvent
FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(InputEvent));
FourInRowState* fourinrow_state = malloc(sizeof(FourInRowState));
fourinrow_state->mutex = furi_mutex_alloc(FuriMutexTypeNormal); // Alloc Mutex
if(!fourinrow_state->mutex) {
FURI_LOG_E("4inRow", "cannot create mutex\r\n");
furi_message_queue_free(event_queue);
free(fourinrow_state);
return 255;
}
// dolphin_deed(DolphinDeedPluginGameStart);
// Создаем новый view port
ViewPort* view_port = view_port_alloc();
// Создаем callback отрисовки, без контекста
view_port_draw_callback_set(view_port, draw_callback, fourinrow_state);
// Создаем callback нажатий на клавиши, в качестве контекста передаем
// нашу очередь сообщений, чтоб запихивать в неё эти события
view_port_input_callback_set(view_port, input_callback, event_queue);
// Создаем GUI приложения
Gui* gui = furi_record_open(RECORD_GUI);
// Подключаем view port к GUI в полноэкранном режиме
gui_add_view_port(gui, view_port, GuiLayerFullscreen);
NotificationApp* notification = furi_record_open(RECORD_NOTIFICATION);
notification_message_block(notification, &sequence_display_backlight_enforce_on);
// Бесконечный цикл обработки очереди событий
while(1) {
// Выбираем событие из очереди в переменную event (ждем бесконечно долго, если очередь пуста)
// и проверяем, что у нас получилось это сделать
furi_check(furi_message_queue_get(event_queue, &event, FuriWaitForever) == FuriStatusOk);
furi_mutex_acquire(fourinrow_state->mutex, FuriWaitForever);
// Если нажата кнопка "назад", то выходим из цикла, а следовательно и из приложения
if(wincheck() != -1) {
notification_message(notification, &end);
furi_delay_ms(1000);
if(wincheck() == 1) {
scoreX++;
}
if(wincheck() == 2) {
scoreO++;
}
init();
}
if(event.type == InputTypePress) {
if(event.key == InputKeyOk) {
int nh = next_height(cursorx);
if(nh != -1) {
matrix[nh][cursorx] = player;
player = 3 - player;
}
}
if(event.key == InputKeyUp) {
//cursory--;
}
if(event.key == InputKeyDown) {
//cursory++;
}
if(event.key == InputKeyLeft) {
if(cursorx > 0) {
cursorx--;
}
}
if(event.key == InputKeyRight) {
if(cursorx < 6) {
cursorx++;
}
}
if(event.key == InputKeyBack) {
break;
}
}
view_port_update(view_port);
furi_mutex_release(fourinrow_state->mutex);
}
// Clear notification
notification_message_block(notification, &sequence_display_backlight_enforce_auto);
furi_record_close(RECORD_NOTIFICATION);
// Специальная очистка памяти, занимаемой очередью
furi_message_queue_free(event_queue);
// Чистим созданные объекты, связанные с интерфейсом
gui_remove_view_port(gui, view_port);
view_port_free(view_port);
furi_mutex_free(fourinrow_state->mutex);
furi_record_close(RECORD_GUI);
free(fourinrow_state);
return 0;
}

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App(
appid="4inrow",
name="4 in row",
apptype=FlipperAppType.EXTERNAL,
entry_point="four_in_row_app",
requires=[
"gui",
],
stack_size=1 * 1024,
order=90,
fap_icon="4inrow_10px.png",
fap_category="Games",
)

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applications/external/reversi/LICENSE vendored Normal file
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MIT License
Copyright (c) 2022 Eugene Kirzhanov
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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App(
appid="reversi",
name="Reversi",
apptype=FlipperAppType.EXTERNAL,
entry_point="game_reversi_app",
cdefines=["APP_GAME_REVERSI"],
requires=[
"gui",
],
stack_size=1 * 1024,
order=90,
fap_icon="game_reversi.png",
fap_category="Games",
fap_icon_assets_symbol="game_reversi",
)

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// Game "Reversi" for Flipper Zero
// Copyright 2023 Dmitry Matyukhin
#include <stdio.h>
#include <furi.h>
#include <gui/gui.h>
#include <input/input.h>
#include <storage/storage.h>
#include "reversi.h"
#define FRAME_LEFT 3
#define FRAME_TOP 3
#define FRAME_CELL_SIZE 7
#define SAVING_DIRECTORY "/ext/apps/Games"
#define SAVING_FILENAME SAVING_DIRECTORY "/game_reversi.save"
typedef enum { AppScreenGame, AppScreenMenu } AppScreen;
typedef struct {
GameState game;
AppScreen screen;
uint8_t selected_menu_item;
FuriMutex* mutex;
} AppState;
#define MENU_ITEMS_COUNT 2
static const char* popup_menu_strings[] = {"Resume", "New Game"};
static void draw_menu(Canvas* const canvas, const AppState* app_state);
static void gray_canvas(Canvas* const canvas);
static void input_callback(InputEvent* input_event, void* ctx) {
furi_assert(ctx);
FuriMessageQueue* event_queue = ctx;
furi_message_queue_put(event_queue, input_event, FuriWaitForever);
}
static void draw_callback(Canvas* const canvas, void* ctx) {
furi_assert(ctx);
const AppState* app_state = ctx;
furi_mutex_acquire(app_state->mutex, FuriWaitForever);
const GameState* game_state = &app_state->game;
canvas_clear(canvas);
canvas_set_color(canvas, ColorBlack);
for(uint8_t i = 0; i <= BOARD_SIZE; i++) {
canvas_draw_line(
canvas,
FRAME_LEFT + FRAME_CELL_SIZE * i,
FRAME_TOP,
FRAME_LEFT + FRAME_CELL_SIZE * i,
FRAME_TOP + FRAME_CELL_SIZE * BOARD_SIZE);
canvas_draw_line(
canvas,
FRAME_LEFT,
FRAME_TOP + FRAME_CELL_SIZE * i,
FRAME_LEFT + FRAME_CELL_SIZE * BOARD_SIZE,
FRAME_TOP + FRAME_CELL_SIZE * i);
}
//
// draw cursor
canvas_set_color(canvas, ColorWhite);
canvas_draw_frame(
canvas,
FRAME_LEFT + FRAME_CELL_SIZE * game_state->cursor_x,
FRAME_TOP + FRAME_CELL_SIZE * game_state->cursor_y,
FRAME_CELL_SIZE + 1,
FRAME_CELL_SIZE + 1);
canvas_set_color(canvas, ColorBlack);
// draw pieces
int blacks = 0, whites = 0;
const int radius = FRAME_CELL_SIZE >> 1;
for(uint8_t i = 0; i < BOARD_SIZE; i++) {
for(uint8_t j = 0; j < BOARD_SIZE; j++) {
if(!game_state->board[i][j]) {
continue;
}
if(game_state->board[i][j] == BLACK) {
canvas_draw_disc(
canvas,
FRAME_LEFT + FRAME_CELL_SIZE * i + radius + 1,
FRAME_TOP + FRAME_CELL_SIZE * j + radius + 1,
radius);
blacks++;
} else {
canvas_draw_circle(
canvas,
FRAME_LEFT + FRAME_CELL_SIZE * i + radius + 1,
FRAME_TOP + FRAME_CELL_SIZE * j + radius + 1,
radius);
whites++;
}
}
}
canvas_set_font(canvas, FontPrimary);
// draw score
char score_str[25];
memset(score_str, 0, sizeof(score_str));
snprintf(score_str, sizeof(score_str), "%d - %d", whites, blacks);
canvas_draw_str_aligned(canvas, 70, 3, AlignLeft, AlignTop, score_str);
canvas_set_font(canvas, FontSecondary);
if(game_state->is_game_over) {
canvas_draw_str_aligned(canvas, 70, 20, AlignLeft, AlignTop, "Game over");
canvas_draw_str_aligned(
canvas,
70,
FRAME_TOP + FRAME_CELL_SIZE * BOARD_SIZE,
AlignLeft,
AlignBottom,
"Press OK");
canvas_set_font(canvas, FontPrimary);
if(whites == blacks) {
canvas_draw_str_aligned(canvas, 70, 30, AlignLeft, AlignTop, "DRAW");
} else if(
((game_state->human_color == WHITE) && whites > blacks) ||
((game_state->human_color == BLACK) && blacks > whites)) {
canvas_draw_str_aligned(canvas, 70, 30, AlignLeft, AlignTop, "YOU WIN");
} else {
canvas_draw_str_aligned(canvas, 70, 30, AlignLeft, AlignTop, "YOU LOSE");
}
} else if(game_state->current_player == game_state->human_color) {
canvas_draw_str_aligned(canvas, 70, 12, AlignLeft, AlignTop, "Your turn");
} else {
canvas_draw_str_aligned(canvas, 70, 12, AlignLeft, AlignTop, "Computer turn");
}
if(app_state->screen == AppScreenMenu) {
draw_menu(canvas, app_state);
}
furi_mutex_release(app_state->mutex);
}
static void draw_menu(Canvas* const canvas, const AppState* app_state) {
gray_canvas(canvas);
canvas_set_color(canvas, ColorWhite);
canvas_draw_rbox(canvas, 28, 16, 72, 32, 4);
canvas_set_color(canvas, ColorBlack);
canvas_draw_rframe(canvas, 28, 16, 72, 32, 4);
for(int i = 0; i < MENU_ITEMS_COUNT; i++) {
if(i == app_state->selected_menu_item) {
canvas_set_color(canvas, ColorBlack);
canvas_draw_box(canvas, 34, 20 + 12 * i, 60, 12);
}
canvas_set_color(canvas, i == app_state->selected_menu_item ? ColorWhite : ColorBlack);
canvas_draw_str_aligned(
canvas, 64, 26 + 12 * i, AlignCenter, AlignCenter, popup_menu_strings[i]);
}
}
static void gray_canvas(Canvas* const canvas) {
canvas_set_color(canvas, ColorWhite);
for(int x = 0; x < 128; x += 2) {
for(int y = 0; y < 64; y++) {
canvas_draw_dot(canvas, x + (y % 2 == 1 ? 0 : 1), y);
}
}
}
bool load_game(GameState* game_state) {
Storage* storage = furi_record_open(RECORD_STORAGE);
File* file = storage_file_alloc(storage);
uint16_t bytes_readed = 0;
if(storage_file_open(file, SAVING_FILENAME, FSAM_READ, FSOM_OPEN_EXISTING)) {
bytes_readed = storage_file_read(file, game_state, sizeof(GameState));
}
storage_file_close(file);
storage_file_free(file);
furi_record_close(RECORD_STORAGE);
return bytes_readed == sizeof(GameState);
}
void save_game(const GameState* game_state) {
Storage* storage = furi_record_open(RECORD_STORAGE);
if(storage_common_stat(storage, SAVING_DIRECTORY, NULL) == FSE_NOT_EXIST) {
if(!storage_simply_mkdir(storage, SAVING_DIRECTORY)) {
return;
}
}
File* file = storage_file_alloc(storage);
if(storage_file_open(file, SAVING_FILENAME, FSAM_WRITE, FSOM_CREATE_ALWAYS)) {
storage_file_write(file, game_state, sizeof(GameState));
}
storage_file_close(file);
storage_file_free(file);
furi_record_close(RECORD_STORAGE);
}
bool handle_key_game(GameState* game_state, InputKey key) {
switch(key) {
case InputKeyBack:
save_game(game_state);
return false;
break;
case InputKeyOk:
if(game_state->is_game_over) {
init_game(game_state);
save_game(game_state);
} else {
human_move(game_state);
}
break;
case InputKeyUp:
if(game_state->cursor_y > 0) {
game_state->cursor_y--;
} else {
game_state->cursor_y = BOARD_SIZE - 1;
}
break;
case InputKeyDown:
if(game_state->cursor_y < BOARD_SIZE - 1) {
game_state->cursor_y++;
} else {
game_state->cursor_y = 0;
}
break;
case InputKeyLeft:
if(game_state->cursor_x > 0) {
game_state->cursor_x--;
} else {
game_state->cursor_x = BOARD_SIZE - 1;
}
break;
case InputKeyRight:
if(game_state->cursor_x < BOARD_SIZE - 1) {
game_state->cursor_x++;
} else {
game_state->cursor_x = 0;
}
break;
default:
break;
}
return true;
}
bool handle_key_menu(AppState* app_state, InputKey key) {
switch(key) {
case InputKeyUp:
if(app_state->selected_menu_item > 0) {
app_state->selected_menu_item--;
}
break;
case InputKeyDown:
if(app_state->selected_menu_item < MENU_ITEMS_COUNT - 1) {
app_state->selected_menu_item++;
}
break;
case InputKeyOk:
if(app_state->selected_menu_item == 1) {
// new game
init_game(&app_state->game);
save_game(&app_state->game);
}
app_state->screen = AppScreenGame;
break;
default:
break;
}
return true;
}
// returns `true` if the event loop should keep going
bool handle_key(AppState* app_state, InputKey key) {
GameState* game_state = &app_state->game;
switch(app_state->screen) {
case AppScreenGame:
return handle_key_game(game_state, key);
break;
case AppScreenMenu:
return handle_key_menu(app_state, key);
break;
}
return true;
}
int32_t game_reversi_app() {
AppState app_state;
app_state.screen = AppScreenGame;
if(!load_game(&app_state.game)) {
init_game(&app_state.game);
}
app_state.mutex = furi_mutex_alloc(FuriMutexTypeNormal);
if(!app_state.mutex) {
return 255;
}
InputEvent input;
FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(InputEvent));
ViewPort* view_port = view_port_alloc();
view_port_draw_callback_set(view_port, draw_callback, &app_state);
view_port_input_callback_set(view_port, input_callback, event_queue);
Gui* gui = furi_record_open(RECORD_GUI);
gui_add_view_port(gui, view_port, GuiLayerFullscreen);
bool is_finished = false;
while(!is_finished) {
// check if it's computer's turn
if(!app_state.game.is_game_over &&
(app_state.game.current_player != app_state.game.human_color)) {
computer_move(&app_state.game);
}
FuriStatus event_status = furi_message_queue_get(event_queue, &input, FuriWaitForever);
if(event_status == FuriStatusOk) {
// handle only press event, ignore repeat/release events
if(input.type == InputTypeLong && input.key == InputKeyOk &&
app_state.screen == AppScreenGame) {
furi_mutex_acquire(app_state.mutex, FuriWaitForever);
app_state.selected_menu_item = 0;
app_state.screen = AppScreenMenu;
view_port_update(view_port);
furi_mutex_release(app_state.mutex);
continue;
}
if(input.type != InputTypePress) continue;
furi_mutex_acquire(app_state.mutex, FuriWaitForever);
is_finished = !handle_key(&app_state, input.key);
view_port_update(view_port);
furi_mutex_release(app_state.mutex);
}
}
gui_remove_view_port(gui, view_port);
furi_record_close(RECORD_GUI);
view_port_free(view_port);
furi_message_queue_free(event_queue);
furi_mutex_free(app_state.mutex);
return 0;
}

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// Game "Reversi" for Flipper Zero
// Copyright 2023 Dmitry Matyukhin
#include "reversi.h"
// Psst! Most of this file was written with Copilot
// Check if the move is legal by checking if it results in any opponent pieces being captured
bool is_legal_move(int8_t board[BOARD_SIZE][BOARD_SIZE], int row, int col, int player) {
if(board[row][col] != 0) return false;
int opponent = -player;
for(int i = -1; i <= 1; i++) {
for(int j = -1; j <= 1; j++) {
if(i == 0 && j == 0) continue;
int r = row + i, c = col + j;
if(r >= 0 && r < BOARD_SIZE && c >= 0 && c < BOARD_SIZE && board[r][c] == opponent) {
int k = 2;
while(true) {
r += i;
c += j;
if(r < 0 || r >= BOARD_SIZE || c < 0 || c >= BOARD_SIZE) break;
if(board[r][c] == player) return true;
if(board[r][c] == 0) break;
k++;
}
}
}
}
return false;
}
// Check if the game is over by checking if there are no more moves left for
// either player
bool is_game_over(int8_t board[BOARD_SIZE][BOARD_SIZE]) {
for(int i = 0; i < BOARD_SIZE; i++) {
for(int j = 0; j < BOARD_SIZE; j++) {
if(is_legal_move(board, i, j, BLACK) || is_legal_move(board, i, j, WHITE)) {
return false;
}
}
}
return true;
}
bool has_legal_moves(int8_t board[BOARD_SIZE][BOARD_SIZE], int8_t player_color) {
for(int i = 0; i < BOARD_SIZE; i++) {
for(int j = 0; j < BOARD_SIZE; j++) {
if(is_legal_move(board, i, j, player_color)) {
return true;
}
}
}
return false;
}
// Calculate the heuristic value of the current board. This function can
// be replaced with a more complex evaluation function that takes into
// account factors such as mobility, piece square tables, etc.
int heuristic(int8_t board[BOARD_SIZE][BOARD_SIZE]) {
int white = 0, black = 0;
for(int i = 0; i < BOARD_SIZE; i++) {
for(int j = 0; j < BOARD_SIZE; j++) {
if(board[i][j] == 1) white++;
if(board[i][j] == -1) black++;
}
}
return white - black;
}
// Make a move on the board and capture any opponent pieces
void make_move(GameState* state, int x, int y, int player) {
state->board[x][y] = player;
int opponent = -player;
for(int i = -1; i <= 1; i++) {
for(int j = -1; j <= 1; j++) {
if(i == 0 && j == 0) continue;
int r = x + i, c = y + j;
if(r >= 0 && r < BOARD_SIZE && c >= 0 && c < BOARD_SIZE &&
state->board[r][c] == opponent) {
int k = 2;
while(true) {
r += i;
c += j;
if(r < 0 || r >= BOARD_SIZE || c < 0 || c >= BOARD_SIZE) break;
if(state->board[r][c] == player) {
r -= i;
c -= j;
while(r != x || c != y) {
state->board[r][c] = player;
r -= i;
c -= j;
}
break;
}
if(state->board[r][c] == 0) break;
k++;
}
}
}
}
state->is_game_over = is_game_over(state->board);
}
void init_game(GameState* state) {
for(int i = 0; i < BOARD_SIZE; i++) {
for(int j = 0; j < BOARD_SIZE; j++) {
state->board[i][j] = 0;
}
}
// Place the initial pieces
int mid = BOARD_SIZE / 2;
state->board[mid - 1][mid - 1] = WHITE;
state->board[mid][mid] = WHITE;
state->board[mid - 1][mid] = BLACK;
state->board[mid][mid - 1] = BLACK;
state->cursor_x = mid - 1;
state->cursor_y = mid + 1;
// Set up turn order
state->human_color = WHITE;
state->current_player = WHITE;
state->is_game_over = false;
}
void human_move(GameState* game_state) {
if(game_state->current_player != game_state->human_color) {
return;
}
if(is_legal_move(
game_state->board,
game_state->cursor_x,
game_state->cursor_y,
game_state->current_player)) {
make_move(
game_state, game_state->cursor_x, game_state->cursor_y, game_state->current_player);
game_state->current_player = -game_state->current_player;
}
}
void computer_move(GameState* game_state) {
if(game_state->current_player == game_state->human_color) {
return;
}
int best_row = -1, best_col = -1, best_score = -1000000;
for(int i = 0; i < BOARD_SIZE; i++) {
for(int j = 0; j < BOARD_SIZE; j++) {
if(!is_legal_move(game_state->board, i, j, game_state->current_player)) {
continue;
}
int score = heuristic(game_state->board);
if(score > best_score) {
best_score = score;
best_row = i;
best_col = j;
}
}
}
if(best_row != -1) {
make_move(game_state, best_row, best_col, game_state->current_player);
}
if(has_legal_moves(game_state->board, game_state->human_color)) {
game_state->current_player = -game_state->current_player;
}
}

21
applications/external/reversi/reversi.h vendored Normal file
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#pragma once
#include <furi.h>
#include <stdbool.h>
#define BLACK 1
#define WHITE -1
#define BOARD_SIZE 8
typedef struct {
int8_t board[BOARD_SIZE][BOARD_SIZE];
int8_t current_player;
int8_t human_color;
uint8_t cursor_x;
uint8_t cursor_y;
uint8_t is_game_over;
} GameState;
void init_game(GameState* state);
void computer_move(GameState* game_state);
void human_move(GameState* game_state);

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MIT License
Copyright (c) 2023 Kirill Korepanov
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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App(
appid="roots_of_life",
name="Roots of Life",
apptype=FlipperAppType.EXTERNAL,
entry_point="roots_of_life_game_app",
cdefines=["APP_ROOTS_OF_LIFE_GAME"],
requires=["gui"],
stack_size=1 * 1024,
order=30,
fap_icon="roots_of_life_10px.png",
fap_category="Games",
fap_icon_assets="images",
fap_icon_assets_symbol="roots_of_life_game",
)

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#include <furi.h>
#include <gui/gui.h>
#include <input/input.h>
#include <stdlib.h>
#include <gui/view.h>
#include <notification/notification.h>
#include <notification/notification_messages.h>
#include "roots_of_life_game_icons.h"
#define TAG "RootsOfLife"
// Flipper
#define FLIPPER_LCD_WIDTH 128
#define FLIPPER_LCD_HEIGHT 64
// General
#define GROUND_HEIGHT 10
#define CELL_SIZE 3
#define FIELD_START_X 0
#define FIELD_START_Y (GROUND_HEIGHT + 1)
#define CELLS_X (FLIPPER_LCD_WIDTH / CELL_SIZE)
#define CELLS_Y ((FLIPPER_LCD_HEIGHT - GROUND_HEIGHT) / CELL_SIZE)
#define CELLS_TOTAL (CELLS_Y * CELLS_X)
#define CELL(Y, X) (Y * CELLS_X + X)
// Root Spawn
#define ROOT_SIZE_X 7
#define ROOT_SIZE_Y 7
#define ROOT(Y, X) ((Y)*ROOT_SIZE_X + (X))
#define SPAWN_DIRECTIONS 2
#define GROW_STEPS 4
#define GROW_SAME_DIRECTION_CHANCE 70
#define RANDOM_GROW_ATTEMPTS 4
#define RANDOM_GROW_CHANCE 50
// UI
#define BLINK_PERIOD 12
#define BLINK_HIDE_FRAMES 5
#define TREE_HEIGHT 10
#define PICKUP_FREQUENCY 10
// Game
#define REROLLS_MAX 5
#define SCORE_FACTOR 10
#define PICKUPS_MIN 1
#define PICKUPS_MAX 5
#define PICKUPS_POINTS_FACTOR 10
typedef enum { EventTypeTick, EventTypeKey } EventType;
typedef enum {
R_NONE = 0,
R_UP = 0b1000,
R_DOWN = 0b0100,
R_LEFT = 0b0010,
R_RIGHT = 0b0001
} Direction;
typedef enum { StageStart, StageRun, StageOver } GameStage;
typedef struct {
bool initialDraw;
GameStage stage;
int tick;
bool* filledCells;
char* cells;
bool* pickups;
int collectedPickups;
bool* filledRootBase;
char* rootBase;
int rootSizeX;
int rootSizeY;
bool* filledRoot;
char* root;
int pX, pY;
int rerolls;
int score;
FuriMutex* mutex;
} GameState;
typedef struct {
EventType type;
InputEvent input;
} GameEvent;
static Direction rand_dir() {
int r = rand() % 4;
return 1 << r;
}
static Direction reverse_dir(Direction dir) {
switch(dir) {
case R_UP:
return R_DOWN;
case R_DOWN:
return R_UP;
case R_LEFT:
return R_RIGHT;
case R_RIGHT:
return R_LEFT;
default:
return R_NONE;
}
}
static int rand_range(int min, int max) {
return min + rand() % (max - min);
}
static bool rand_chance(int chance) {
return (rand() % 100) < chance;
}
static bool has_intersection(char cellA, char cellB) {
return cellA & cellB;
}
static int root_index(GameState* state, int y, int x) {
return y * state->rootSizeX + x;
}
static void set_cell(GameState* state, int y, int x, char cellRoot) {
int c = CELL(y, x);
state->filledCells[c] = true;
state->cells[c] = cellRoot;
}
static void game_state_init(GameState* state) {
state->initialDraw = false;
state->tick = 0;
// Init field arrays
state->filledCells = (bool*)malloc(CELLS_TOTAL * sizeof(bool));
state->cells = (char*)malloc(CELLS_TOTAL * sizeof(char));
state->pickups = (bool*)malloc(CELLS_TOTAL * sizeof(char));
state->rootBase = (char*)malloc(ROOT_SIZE_X * ROOT_SIZE_Y * sizeof(char));
state->filledRootBase = (bool*)malloc(ROOT_SIZE_X * ROOT_SIZE_Y * sizeof(bool));
state->root = NULL;
state->filledRoot = NULL;
for(int i = 0; i < CELLS_TOTAL; i++) {
state->filledCells[i] = false;
state->cells[i] = R_NONE;
state->pickups[i] = false;
}
}
static void free_root(GameState* state) {
if(state->root) free(state->root);
if(state->filledRoot) free(state->filledRoot);
}
static void game_state_free(GameState* state) {
free(state->filledCells);
free(state->cells);
free(state->pickups);
free(state->rootBase);
free(state->filledRootBase);
free_root(state);
}
/*static bool has_root(GameState* state, int x, int y) {
return x >= 0 && x < ROOT_SIZE_X && y >= 0 && y < ROOT_SIZE_Y &&
state->filledRootBase[ROOT(y, x)];
}*/
static void generate_new_root(GameState* state) {
for(int i = 0; i < ROOT_SIZE_X * ROOT_SIZE_Y; i++) {
state->filledRootBase[i] = false;
state->rootBase[i] = R_NONE;
}
int cX = ROOT_SIZE_X / 2;
int cY = ROOT_SIZE_Y / 2;
int c = ROOT(cY, cX);
state->filledRootBase[c] = true;
for(int i = 0; i < SPAWN_DIRECTIONS; i++) {
int pX = cX, pY = cY;
Direction oldDir = rand_dir();
for(int g = 0; g < GROW_STEPS; g++) {
Direction dir = rand_chance(GROW_SAME_DIRECTION_CHANCE) ? oldDir : rand_dir();
oldDir = dir;
int nX = pX - (dir & R_LEFT ? 1 : 0) + (dir & R_RIGHT ? 1 : 0);
int nY = pY - (dir & R_UP ? 1 : 0) + (dir & R_DOWN ? 1 : 0);
if(nX < 0 || nY < 0 || nX >= ROOT_SIZE_X || nY >= ROOT_SIZE_Y) continue;
int n = ROOT(nY, nX);
state->filledRootBase[n] = true;
// Connect points
int p = ROOT(pY, pX);
state->rootBase[p] |= dir;
state->rootBase[n] |= reverse_dir(dir);
// Grow from new point
pX = nX;
pY = nY;
}
}
for(int y = 0; y < ROOT_SIZE_Y; y++) {
for(int x = 0; x < ROOT_SIZE_X; x++) {
int c = ROOT(y, x);
if(!state->filledRootBase[c]) continue;
/*
if(has_root(state, x - 1, y)) state->rootBase[c] |= R_LEFT;
if(has_root(state, x + 1, y)) state->rootBase[c] |= R_RIGHT;
if(has_root(state, x, y - 1)) state->rootBase[c] |= R_UP;
if(has_root(state, x, y + 1)) state->rootBase[c] |= R_DOWN;
*/
for(int r = 0; r < RANDOM_GROW_ATTEMPTS; r++) {
if(!rand_chance(RANDOM_GROW_CHANCE)) continue;
state->rootBase[c] |= rand_dir();
}
}
}
// Copy root to real root
int minX = cX, maxX = cX, minY = cY, maxY = cY;
for(int y = 0; y < ROOT_SIZE_Y; y++) {
for(int x = 0; x < ROOT_SIZE_X; x++) {
int r = ROOT(y, x);
if(!state->filledRootBase[r]) continue;
minX = MIN(minX, x);
maxX = MAX(maxX, x);
minY = MIN(minY, y);
maxY = MAX(maxY, y);
}
}
// Clone to real root
state->rootSizeX = maxX - minX + 1;
state->rootSizeY = maxY - minY + 1;
free_root(state);
state->root = (char*)malloc(state->rootSizeX * state->rootSizeY * sizeof(char));
state->filledRoot = (bool*)malloc(state->rootSizeX * state->rootSizeY * sizeof(bool));
for(int y = 0; y < state->rootSizeY; y++) {
for(int x = 0; x < state->rootSizeX; x++) {
int c = root_index(state, y, x);
int r = ROOT(y + minY, x + minX);
state->filledRoot[c] = state->filledRootBase[r];
state->root[c] = state->rootBase[r];
}
}
}
static bool in_borders(int x, int y) {
return x >= 0 && y >= 0 && x < CELLS_X && y < CELLS_Y;
}
static char get_cell(GameState* state, int x, int y) {
if(!in_borders(x, y)) return R_NONE;
return state->cells[CELL(y, x)];
}
static bool get_filled_cell(GameState* state, int x, int y) {
if(!in_borders(x, y)) return false;
return state->filledCells[CELL(y, x)];
}
static bool can_place_root(GameState* state) {
bool hasConnection = false;
for(int y = 0; y < state->rootSizeY; y++) {
for(int x = 0; x < state->rootSizeX; x++) {
int r = root_index(state, y, x);
if(!state->filledRoot[r]) {
continue;
}
char root = state->root[r];
int rY = y + state->pY;
int rX = x + state->pX;
// Check if colliding
if(get_filled_cell(state, rX, rY)) {
char cell = get_cell(state, rX, rY);
if(has_intersection(cell, root)) {
return false;
}
hasConnection = true;
}
// Check neighbours
hasConnection |= (root & R_RIGHT) && (get_cell(state, rX + 1, rY) & R_LEFT);
hasConnection |= (root & R_LEFT) && (get_cell(state, rX - 1, rY) & R_RIGHT);
hasConnection |= (root & R_UP) && (get_cell(state, rX, rY - 1) & R_DOWN);
hasConnection |= (root & R_DOWN) && (get_cell(state, rX, rY + 1) & R_UP);
}
}
return hasConnection;
}
static bool try_place_root(GameState* state) {
if(!can_place_root(state)) return false;
for(int y = 0; y < state->rootSizeY; y++) {
for(int x = 0; x < state->rootSizeX; x++) {
int r = root_index(state, y, x);
if(!state->filledRoot[r]) continue;
int rY = y + state->pY;
int rX = x + state->pX;
// Root may be out of borders in rare cases (after new cpawn changed its size), just ignore that part
if(in_borders(rX, rY)) {
int c = CELL(rY, rX);
state->filledCells[c] = true;
state->cells[c] |= state->root[r];
}
}
}
return true;
}
static void reset_level(GameState* state) {
state->stage = StageStart;
state->tick = 0;
for(int i = 0; i < CELLS_TOTAL; i++) {
state->filledCells[i] = false;
state->cells[i] = R_NONE;
}
generate_new_root(state);
// Starting cells
int midX = CELLS_X / 2;
set_cell(state, 0, midX, R_UP | R_DOWN);
set_cell(state, 1, midX, R_UP | R_DOWN | R_LEFT | R_RIGHT);
set_cell(state, 1, midX - 1, R_RIGHT | R_DOWN);
set_cell(state, 1, midX + 1, R_LEFT | R_DOWN);
set_cell(state, 2, midX, R_UP);
state->pX = midX;
state->pY = 4;
state->rerolls = REROLLS_MAX;
state->score = 0;
state->collectedPickups = 0;
for(int i = 0, n = rand_range(PICKUPS_MIN, PICKUPS_MAX); i < n; i++) {
int x = rand_range(0, CELLS_X);
int y = rand_range(0, CELLS_Y);
state->pickups[CELL(y, x)] = true;
}
}
static void recalculate_score(GameState* state) {
int score = 0;
for(int i = 0; i < CELLS_TOTAL; i++) {
if(state->filledCells[i]) score++;
}
for(int i = 0; i < CELLS_TOTAL; i++) {
if(!state->pickups[i] || !state->filledCells[i]) continue;
state->pickups[i] = false;
state->collectedPickups++;
state->rerolls++;
}
state->score = (score + state->collectedPickups * PICKUPS_POINTS_FACTOR) * SCORE_FACTOR;
}
static void draw_root_cell(Canvas* canvas, char root, int y, int x, bool isHidden) {
int posX = FIELD_START_X + x * CELL_SIZE + 1, posY = FIELD_START_Y + y * CELL_SIZE + 1;
canvas_draw_dot(canvas, posX, posY);
if(isHidden) {
canvas_set_color(canvas, ColorXOR);
}
if(root & R_UP) canvas_draw_dot(canvas, posX, posY - 1);
if(root & R_DOWN) canvas_draw_dot(canvas, posX, posY + 1);
if(root & R_LEFT) canvas_draw_dot(canvas, posX - 1, posY);
if(root & R_RIGHT) canvas_draw_dot(canvas, posX + 1, posY);
if(isHidden) {
canvas_set_color(canvas, ColorBlack);
}
}
static void draw_placed_roots(Canvas* canvas, GameState* state) {
for(int y = 0; y < CELLS_Y; y++) {
for(int x = 0; x < CELLS_X; x++) {
int c = CELL(y, x);
if(!state->filledCells[c]) continue;
draw_root_cell(canvas, state->cells[c], y, x, false);
}
}
}
static void draw_pickup(Canvas* canvas, GameState* state, int y, int x) {
int posX = FIELD_START_X + x * CELL_SIZE + 1, posY = FIELD_START_Y + y * CELL_SIZE + 1;
int stage = state->tick / PICKUP_FREQUENCY;
if(stage++ % 4 < 3) canvas_draw_dot(canvas, posX + 1, posY);
if(stage++ % 4 < 3) canvas_draw_dot(canvas, posX, posY + 1);
if(stage++ % 4 < 3) canvas_draw_dot(canvas, posX - 1, posY);
if(stage++ % 4 < 3) canvas_draw_dot(canvas, posX, posY - 1);
}
static void draw_pickups(Canvas* canvas, GameState* state) {
for(int y = 0; y < CELLS_Y; y++) {
for(int x = 0; x < CELLS_X; x++) {
int c = CELL(y, x);
if(!state->pickups[c]) continue;
draw_pickup(canvas, state, y, x);
}
}
}
static void draw_active_root(Canvas* canvas, GameState* state) {
bool isHidden = (state->tick % BLINK_PERIOD) < BLINK_HIDE_FRAMES;
for(int y = 0; y < state->rootSizeY; y++) {
for(int x = 0; x < state->rootSizeX; x++) {
int c = root_index(state, y, x);
if(!state->filledRoot[c]) continue;
int realX = x + state->pX;
int realY = y + state->pY;
draw_root_cell(canvas, state->root[c], realY, realX, isHidden);
}
}
}
#if DRAW_DEBUG
static void draw_generated_root(Canvas* canvas, GameState* state) {
bool isHidden = (state->tick % BLINK_PERIOD) < BLINK_HIDE_FRAMES;
for(int y = 0; y < ROOT_SIZE_Y; y++) {
for(int x = 0; x < ROOT_SIZE_X; x++) {
int c = ROOT(y, x);
if(!state->filledRootBase[c]) continue;
int realX = x + 1;
int realY = y + 1;
draw_root_cell(canvas, state->rootBase[c], realY, realX, isHidden);
}
}
}
#endif
static void draw_ground(Canvas* canvas, GameState* state) {
canvas_draw_line(canvas, 0, GROUND_HEIGHT, FLIPPER_LCD_WIDTH, GROUND_HEIGHT);
UNUSED(state);
}
static void draw_tree(Canvas* canvas, GameState* state) {
canvas_draw_icon(canvas, FLIPPER_LCD_WIDTH / 2 - 5, GROUND_HEIGHT - TREE_HEIGHT, &I_tree);
UNUSED(state);
}
static void draw_placement(Canvas* canvas, GameState* state) {
bool canPlace = can_place_root(state);
canvas_draw_icon(canvas, FLIPPER_LCD_WIDTH - 10, 0, canPlace ? &I_place_ok : &I_place_error);
}
static void draw_rerolls(Canvas* canvas, GameState* state) {
UNUSED(canvas);
UNUSED(state);
canvas_draw_icon(canvas, 0, 0, &I_root_reroll);
// Ugh
FuriString* tmp_string = furi_string_alloc();
furi_string_printf(tmp_string, "%d", MAX(0, state->rerolls));
canvas_draw_str(canvas, 11, 9, furi_string_get_cstr(tmp_string));
furi_string_free(tmp_string);
}
static void draw_score(Canvas* canvas, GameState* state) {
UNUSED(canvas);
UNUSED(state);
int x = FLIPPER_LCD_WIDTH / 2 + 15;
canvas_draw_icon(canvas, x, 0, &I_score);
// Ugh
FuriString* tmp_string = furi_string_alloc();
furi_string_printf(tmp_string, "%d", MAX(0, state->score));
canvas_draw_str(canvas, x + 11, 9, furi_string_get_cstr(tmp_string));
furi_string_free(tmp_string);
}
static void draw_gui(Canvas* canvas, GameState* state) {
draw_ground(canvas, state);
draw_tree(canvas, state);
draw_placement(canvas, state);
draw_rerolls(canvas, state);
draw_score(canvas, state);
}
static void draw_center_box(Canvas* canvas, int w2, int h2, int margin) {
int x = FLIPPER_LCD_WIDTH / 2 - w2;
int y = FLIPPER_LCD_HEIGHT / 2 - h2;
canvas_set_color(canvas, ColorWhite);
canvas_draw_box(
canvas, x - margin - 1, y - margin - 1, (w2 + margin + 1) * 2, (h2 + margin + 1) * 2);
canvas_set_color(canvas, ColorBlack);
canvas_draw_frame(canvas, x - margin, y - margin, (w2 + margin) * 2, (h2 + margin) * 2);
}
static void draw_start_ui(Canvas* canvas, GameState* state) {
int w2 = 40;
int margin = 3;
int h2 = 10;
draw_center_box(canvas, w2, h2, margin);
int x = FLIPPER_LCD_WIDTH / 2 - w2;
int y = FLIPPER_LCD_HEIGHT / 2 - h2;
canvas_draw_str(canvas, x + 1, y + 9, " Grow your roots ");
canvas_draw_str(canvas, x + 1, y + 18, "Press [OK] to start");
UNUSED(state);
}
static void draw_end_ui(Canvas* canvas, GameState* state) {
int w2 = 46;
int margin = 3;
int h2 = 15;
draw_center_box(canvas, w2, h2, margin);
int x = FLIPPER_LCD_WIDTH / 2 - w2;
int y = FLIPPER_LCD_HEIGHT / 2 - h2;
canvas_draw_str(canvas, x + 1, y + 9, " Game Over ");
FuriString* tmp_string = furi_string_alloc();
furi_string_printf(tmp_string, "You've got %d points", MAX(0, state->score));
canvas_draw_str(canvas, x + 1, y + 19, furi_string_get_cstr(tmp_string));
furi_string_free(tmp_string);
canvas_draw_str(canvas, x + 2, y + 29, "Press [OK] to restart");
int h = 13, w = 54;
canvas_set_color(canvas, ColorWhite);
canvas_draw_box(canvas, 0, FLIPPER_LCD_HEIGHT - h, w + 1, h + 1);
canvas_set_color(canvas, ColorBlack);
canvas_draw_frame(canvas, 0, FLIPPER_LCD_HEIGHT - h, w, h);
canvas_draw_str(canvas, 2, FLIPPER_LCD_HEIGHT - 3, "by @Xorboo");
UNUSED(state);
}
static void roots_draw_callback(Canvas* const canvas, void* ctx) {
furi_assert(ctx);
GameState* state = ctx;
furi_mutex_acquire(state->mutex, FuriWaitForever);
if(!state->initialDraw) {
state->initialDraw = true;
canvas_set_font(canvas, FontSecondary);
reset_level(state);
}
state->tick++;
draw_gui(canvas, state);
draw_placed_roots(canvas, state);
draw_pickups(canvas, state);
switch(state->stage) {
case StageStart:
draw_start_ui(canvas, state);
break;
case StageRun:
draw_active_root(canvas, state);
#if DRAW_DEBUG
draw_generated_root(canvas, state);
#endif
break;
case StageOver:
draw_end_ui(canvas, state);
break;
}
furi_mutex_release(state->mutex);
}
static void roots_input_callback(InputEvent* input_event, FuriMessageQueue* event_queue) {
furi_assert(event_queue);
GameEvent event = {.type = EventTypeKey, .input = *input_event};
furi_message_queue_put(event_queue, &event, FuriWaitForever);
}
static void roots_update_timer_callback(FuriMessageQueue* event_queue) {
furi_assert(event_queue);
GameEvent event = {.type = EventTypeTick};
furi_message_queue_put(event_queue, &event, 0);
}
static void ProcessStartInput(GameState* state, InputKey key) {
if(key == InputKeyOk) {
state->stage = StageRun;
}
}
static void ProcessRunInput(GameState* state, InputKey key) {
switch(key) {
case InputKeyRight:
state->pX = MIN(state->pX + 1, CELLS_X - state->rootSizeX);
break;
case InputKeyLeft:
state->pX = MAX(state->pX - 1, 0);
break;
case InputKeyUp:
state->pY = MAX(state->pY - 1, 0);
break;
case InputKeyDown:
state->pY = MIN(state->pY + 1, CELLS_Y - state->rootSizeY);
break;
case InputKeyOk: {
bool rootPlaced = try_place_root(state);
if(rootPlaced) {
recalculate_score(state);
generate_new_root(state);
} else {
state->rerolls--;
if(state->rerolls >= 0) {
generate_new_root(state);
} else {
state->stage = StageOver;
}
}
break;
}
default:
break;
}
}
static void ProcessOverInput(GameState* state, InputKey key) {
if(key == InputKeyOk) {
state->stage = StageStart;
reset_level(state);
}
}
int32_t roots_of_life_game_app(void* p) {
FURI_LOG_D(TAG, "Starting game...");
UNUSED(p);
int32_t return_code = 0;
// Set random seed from interrR_UPts
srand(DWT->CYCCNT);
FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(GameEvent));
GameState* state = malloc(sizeof(GameState));
game_state_init(state);
state->mutex = furi_mutex_alloc(FuriMutexTypeNormal);
if(!state->mutex) {
FURI_LOG_E(TAG, "Cannot create mutex\r\n");
return_code = 255;
goto free_and_exit;
}
// Set system callbacks
ViewPort* view_port = view_port_alloc();
view_port_draw_callback_set(view_port, roots_draw_callback, state);
view_port_input_callback_set(view_port, roots_input_callback, event_queue);
FuriTimer* timer =
furi_timer_alloc(roots_update_timer_callback, FuriTimerTypePeriodic, event_queue);
furi_timer_start(timer, furi_kernel_get_tick_frequency() / 22);
// Open GUI and register view_port
Gui* gui = furi_record_open(RECORD_GUI);
gui_add_view_port(gui, view_port, GuiLayerFullscreen);
FURI_LOG_D(TAG, "Entering game loop...");
GameEvent event;
for(bool processing = true; processing;) {
FuriStatus event_status = furi_message_queue_get(event_queue, &event, 100);
furi_mutex_acquire(state->mutex, FuriWaitForever);
if(event_status == FuriStatusOk) {
// Key events
if(event.type == EventTypeKey) {
//FURI_LOG_D(TAG, "Got key: %d", event.input.key);
if(event.input.type == InputTypePress || event.input.type == InputTypeLong ||
event.input.type == InputTypeRepeat) {
if(event.input.key == InputKeyBack) {
processing = false;
}
switch(state->stage) {
case StageStart:
ProcessStartInput(state, event.input.key);
break;
case StageRun:
ProcessRunInput(state, event.input.key);
break;
case StageOver:
ProcessOverInput(state, event.input.key);
break;
}
}
}
}
view_port_update(view_port);
furi_mutex_release(state->mutex);
}
furi_timer_free(timer);
view_port_enabled_set(view_port, false);
gui_remove_view_port(gui, view_port);
furi_record_close(RECORD_GUI);
furi_record_close(RECORD_NOTIFICATION);
view_port_free(view_port);
furi_mutex_free(state->mutex);
free_and_exit:
furi_message_queue_free(event_queue);
//FURI_LOG_D(TAG, "Quitting game...");
game_state_free(state);
free(state);
return return_code;
}

View File

@@ -0,0 +1,674 @@
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
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Program, unless a warranty or assumption of liability accompanies a
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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Also add information on how to contact you by electronic and paper mail.
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notice like this when it starts in an interactive mode:
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<https://www.gnu.org/licenses/why-not-lgpl.html>.

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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",
)

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@@ -0,0 +1,546 @@
#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 (double)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};
uint8_t 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 {
uint8_t locationX;
uint8_t hp;
int aimAngle;
uint8_t firePower;
} Tank;
typedef struct {
Point ground[SCREEN_WIDTH];
Tank player;
Tank enemy;
bool isPlayerTurn;
bool isShooting;
int windSpeed;
Point trajectory[SCREEN_WIDTH];
uint8_t trajectoryAnimationStep;
PointDetailed bulletPosition;
PointDetailed bulletVector;
FuriMutex* mutex;
} 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) {
int lastHeight = 45;
for(uint8_t a = 0; a < SCREEN_WIDTH; a++) {
int diffHeight = scorched_tanks_random(-2, 3);
int changeLength = scorched_tanks_random(1, 6);
if(diffHeight == 0) {
changeLength = 1;
}
for(int b = 0; b < changeLength; b++) {
if(a + b < SCREEN_WIDTH) {
int index = a + b;
int 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, uint8_t x, uint8_t y, bool isPlayer) {
uint8_t lineIndex = 0;
if(isPlayer) {
// Draw tank base
canvas_draw_line(canvas, x - 3, y - lineIndex, x + 3, y - lineIndex);
lineIndex++;
canvas_draw_line(canvas, x - 4, y - lineIndex, x + 4, y - lineIndex);
lineIndex++;
canvas_draw_line(canvas, x - 4, y - lineIndex, x + 4, y - lineIndex);
lineIndex++;
// draw turret
canvas_draw_line(canvas, x - 2, y - lineIndex, x + 1, y - lineIndex);
lineIndex++;
canvas_draw_line(canvas, x - 2, y - lineIndex, x, y - lineIndex);
lineIndex++;
} else {
// Draw tank base
canvas_draw_line(canvas, x - 3, y - lineIndex, x + 3, y - lineIndex);
lineIndex++;
canvas_draw_line(canvas, x - 4, y - lineIndex, x + 4, y - lineIndex);
lineIndex++;
canvas_draw_line(canvas, x - 4, y - lineIndex, x + 4, y - lineIndex);
lineIndex++;
// draw turret
canvas_draw_line(canvas, x - 1, y - lineIndex, x + 2, y - lineIndex);
lineIndex++;
canvas_draw_line(canvas, x, y - lineIndex, x + 2, y - lineIndex);
lineIndex++;
}
}
static void scorched_tanks_render_callback(Canvas* const canvas, void* ctx) {
furi_assert(ctx);
const Game* game_state = ctx;
furi_mutex_acquire(game_state->mutex, FuriWaitForever);
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[18];
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);
}
furi_mutex_release(game_state->mutex);
}
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];
uint8_t aimX1 = game_state->player.locationX;
uint8_t 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];
uint8_t aimX1 = game_state->enemy.locationX;
uint8_t 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);
game_state->mutex = furi_mutex_alloc(FuriMutexTypeNormal);
if(!game_state->mutex) {
FURI_LOG_E("ScorchedTanks", "cannot create mutex\r\n");
furi_message_queue_free(event_queue);
free(game_state);
return 255;
}
ViewPort* view_port = view_port_alloc();
view_port_draw_callback_set(view_port, scorched_tanks_render_callback, game_state);
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;) {
furi_message_queue_get(event_queue, &event, 50);
furi_mutex_acquire(game_state->mutex, FuriWaitForever);
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;
default:
break;
}
}
} else if(event.type == EventTypeTick) {
scorched_tanks_calculate_trajectory(game_state);
}
view_port_update(view_port);
furi_mutex_release(game_state->mutex);
}
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);
furi_mutex_free(game_state->mutex);
free(game_state);
return 0;
}

674
applications/external/simonsays/LICENSE vendored Normal file
View File

@@ -0,0 +1,674 @@
GNU GENERAL PUBLIC LICENSE
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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>.

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App(
appid="simon_says", # Must be unique
name="Simon Says", # Displayed in UI
apptype=FlipperAppType.EXTERNAL,
entry_point="simon_says_app_entry",
stack_size=2 * 1024,
fap_category="Games",
# Optional values
# fap_version=(0, 1), # (major, minor)
fap_icon="simon_says.png", # 10x10 1-bit PNG
fap_description="A Simon Says Game",
fap_author="SimplyMinimal,ShehabAttia96",
fap_weburl="https://github.com/SimplyMinimal/FlipperZero-SimonSays",
fap_icon_assets="images", # Image assets to compile for this application
)

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#include <furi.h>
#include <furi_hal.h>
#include <storage/storage.h>
#include <gui/gui.h>
#include <gui/elements.h>
#include <gui/icon.h>
#include <input/input.h>
#include <notification/notification.h>
#include <notification/notification_messages.h>
#include <stdbool.h> // Header-file for boolean data-type.
#include <stdio.h>
#include <string.h>
/* generated by fbt from .png files in images folder */
#include <simon_says_icons.h>
#define TAG "Simon" // Used for logging
#define DEBUG_MSG 1
#define SCREEN_XRES 128
#define SCREEN_YRES 64
#define BOARD_X 72 // Used for board placement
#define BOARD_Y 8
#define GAME_START_LIVES 3
#define SAVING_DIRECTORY "/ext/apps/Games"
#define SAVING_FILENAME SAVING_DIRECTORY "/game_simon_says.save"
// Define Notes
// Shamelessly stolen from Ocarina application
// https://github.com/invalidna-me/flipperzero-ocarina
#define NOTE_UP 587.33f
#define NOTE_LEFT 493.88f
#define NOTE_RIGHT 440.00f
#define NOTE_DOWN 349.23
#define NOTE_OK 293.66f
/* ============================ Data structures ============================= */
typedef enum game_state { preloading, mainMenu, inGame, gameOver, gameVictory } game_state;
typedef enum difficulty_mode { normal, hard } difficulty_mode;
typedef enum shape_names { up, down, left, right, number_of_shapes } Direction;
typedef enum currently_playing { simon, player } currently_playing;
typedef struct {
/* Game state. */
enum game_state gameState; // This is the current game state
bool gameover; /* if true then switch to the game over state */
bool is_wrong_direction; /* Is the last direction wrong? */
enum currently_playing activePlayer; // This is used to track who is playing at the moment
uint32_t lives; /* Number of lives in the current game. */
enum difficulty_mode difficultyMode; // This is the difficulty mode for the current game
bool sound_enabled; // This is the sound enabled flag for the current game
float volume; // This is the volume for the current game
/* Handle Score */
int currentScore; // This is the score for the current
int highScore; /* Highscore. Shown on Game Over Screen */
bool is_new_highscore; /* Is the last score a new highscore? */
/* Handle Shape Display */
uint32_t numberOfMillisecondsBeforeShapeDisappears; // This defines the speed of the game
enum shape_names simonMoves[1000]; // Store the sequence of shapes that Simon plays
enum shape_names selectedShape; // This is used to track the shape that the player has selected
bool set_board_neutral; // This is used to track if the board should be neutral or not
int moveIndex; // This is used to track the current move in the sequence
uint32_t last_button_press_tick;
NotificationApp* notification;
FuriMutex* mutex;
} SimonData;
/* ============================== Sequences ============================== */
const NotificationSequence sequence_wrong_move = {
&message_red_255,
&message_vibro_on,
// &message_note_g5, // Play sound but currently disabled
&message_delay_25,
// &message_note_e5,
&message_vibro_off,
&message_sound_off,
NULL,
};
const NotificationSequence sequence_player_submit_move = {
&message_vibro_on,
// &message_note_g5, // Play sound but currently disabled. Need On/Off menu setting
&message_delay_10,
&message_delay_1,
&message_delay_1,
&message_delay_1,
&message_delay_1,
&message_delay_1,
// &message_note_e5,
&message_vibro_off,
&message_sound_off,
NULL,
};
const NotificationSequence sequence_up = {
// &message_vibro_on,
&message_note_g4,
&message_delay_100,
// &message_vibro_off,
&message_sound_off,
NULL,
};
const NotificationSequence sequence_down = {
// &message_vibro_on,
&message_note_c3,
&message_delay_100,
// &message_vibro_off,
&message_sound_off,
NULL,
};
const NotificationSequence sequence_left = {
// &message_vibro_on,
&message_note_e3,
&message_delay_100,
// &message_vibro_off,
&message_sound_off,
NULL,
};
const NotificationSequence sequence_right = {
// &message_vibro_on,
&message_note_g3,
&message_delay_100,
// &message_vibro_off,
&message_sound_off,
NULL,
};
// Indicate that it's Simon's turn
const NotificationSequence sequence_simon_is_playing = {
&message_red_255,
&message_do_not_reset,
NULL,
};
// Indicate that it's the Player's turn
const NotificationSequence sequence_player_is_playing = {
&message_red_0,
&message_do_not_reset,
NULL,
};
const NotificationSequence sequence_cleanup = {
&message_red_0,
&message_green_0,
&message_blue_0,
&message_sound_off,
&message_vibro_off,
NULL,
};
/* ============================ 2D drawing ================================== */
/* Display remaining lives in the center of the board */
void draw_remaining_lives(Canvas* canvas, const SimonData* simon_state) {
// Convert score to string
// int length = snprintf(NULL, 0, "%lu", simon_state->lives);
// char* str_lives_remaining = malloc(length + 1);
// snprintf(str_lives_remaining, length + 1, "%lu", simon_state->lives);
// TODO: Make it a Simon Says icon on top right
canvas_set_color(canvas, ColorBlack);
canvas_set_font(canvas, FontSecondary);
int x = SCREEN_XRES - 6;
int lives = simon_state->lives;
while(lives--) {
canvas_draw_str(canvas, x, 8, "*");
x -= 7;
}
}
void draw_current_score(Canvas* canvas, const SimonData* simon_data) {
/* Draw Game Score. */
canvas_set_color(canvas, ColorXOR);
canvas_set_font(canvas, FontSecondary);
char str_score[32];
snprintf(str_score, sizeof(str_score), "%i", simon_data->currentScore);
canvas_draw_str_aligned(canvas, SCREEN_XRES / 2 + 4, 2, AlignCenter, AlignTop, str_score);
}
void play_sound_up(const SimonData* app) {
if(furi_hal_speaker_is_mine() || furi_hal_speaker_acquire(30)) {
furi_hal_speaker_start(NOTE_UP, app->volume);
}
}
void play_sound_down(const SimonData* app) {
if(furi_hal_speaker_is_mine() || furi_hal_speaker_acquire(30)) {
furi_hal_speaker_start(NOTE_DOWN, app->volume);
}
}
void play_sound_left(const SimonData* app) {
if(furi_hal_speaker_is_mine() || furi_hal_speaker_acquire(30)) {
furi_hal_speaker_start(NOTE_LEFT, app->volume);
}
}
void play_sound_right(const SimonData* app) {
if(furi_hal_speaker_is_mine() || furi_hal_speaker_acquire(30)) {
furi_hal_speaker_start(NOTE_RIGHT, app->volume);
}
}
void stop_sound() {
if(furi_hal_speaker_is_mine()) {
furi_hal_speaker_stop();
furi_hal_speaker_release();
}
}
/* Main Render Function */
void simon_draw_callback(Canvas* canvas, void* ctx) {
furi_assert(ctx);
const SimonData* simon_state = ctx;
furi_mutex_acquire(simon_state->mutex, FuriWaitForever);
canvas_clear(canvas);
// ######################### Main Menu #########################
// Show Main Menu
if(simon_state->gameState == mainMenu) {
// Draw border frame
canvas_draw_frame(canvas, 1, 1, SCREEN_XRES - 1, SCREEN_YRES - 1); // Border
// Draw Simon text banner
canvas_set_font(canvas, FontSecondary);
canvas_set_color(canvas, ColorBlack);
canvas_draw_str_aligned(
canvas,
SCREEN_XRES / 2,
SCREEN_YRES / 2 - 4,
AlignCenter,
AlignCenter,
"Welcome to Simon Says");
// Display Press OK to start below title
canvas_set_color(canvas, ColorXOR);
canvas_draw_str_aligned(
canvas,
SCREEN_XRES / 2,
SCREEN_YRES / 2 + 10,
AlignCenter,
AlignCenter,
"Press OK to start");
}
// ######################### in Game #########################
//@todo Render Callback
// We're in an active game
if(simon_state->gameState == inGame) {
// Draw Current Score
draw_current_score(canvas, simon_state);
// Draw Lives
draw_remaining_lives(canvas, simon_state);
// Draw Simon Pose
if(simon_state->activePlayer == player) {
// Player's turn
canvas_draw_icon(canvas, 0, 4, &I_DolphinWait_61x59);
} else {
// Simon's turn
canvas_draw_icon(canvas, 0, 4, &I_DolphinTalking_59x63);
}
if(simon_state->set_board_neutral) {
// Draw Neutral Board
canvas_draw_icon(canvas, BOARD_X, BOARD_Y, &I_board); // Draw Board
// Stop Sound TODO: Move this to a better place
//@todo Sound
stop_sound();
} else {
switch(simon_state->selectedShape) {
case up:
canvas_draw_icon(canvas, BOARD_X, BOARD_Y, &I_up); // Draw Up
play_sound_up(simon_state);
break;
case down:
canvas_draw_icon(canvas, BOARD_X, BOARD_Y, &I_down); // Draw Down
play_sound_down(simon_state);
break;
case left:
canvas_draw_icon(canvas, BOARD_X, BOARD_Y, &I_left); // Draw Left
play_sound_left(simon_state);
break;
case right:
canvas_draw_icon(canvas, BOARD_X, BOARD_Y, &I_right); // Draw Right
play_sound_right(simon_state);
break;
default:
if(DEBUG_MSG)
FURI_LOG_E(
TAG, "Invalid shape: %d", simon_state->simonMoves[simon_state->moveIndex]);
break;
}
}
}
// ######################### Game Over #########################
if(simon_state->gameState == gameOver) {
stop_sound(); //TODO: Make a game over sequence
canvas_set_color(canvas, ColorXOR);
canvas_set_font(canvas, FontPrimary);
// TODO: if new highscore, display blinking "New High Score"
// Display High Score Text
if(simon_state->is_new_highscore) {
canvas_draw_str_aligned(
canvas, SCREEN_XRES / 2, 6, AlignCenter, AlignTop, "New High Score!");
} else {
canvas_draw_str_aligned(
canvas, SCREEN_XRES / 2, 6, AlignCenter, AlignTop, "High Score");
}
// Convert highscore to string
int length = snprintf(NULL, 0, "%i", simon_state->highScore);
char* str_high_score = malloc(length + 1);
snprintf(str_high_score, length + 1, "%i", simon_state->highScore);
// Display High Score
canvas_draw_str_aligned(
canvas, SCREEN_XRES / 2, 22, AlignCenter, AlignCenter, str_high_score);
free(str_high_score);
// Display Game Over
canvas_draw_str_aligned(
canvas, SCREEN_XRES / 2, SCREEN_YRES / 2 + 2, AlignCenter, AlignCenter, "GAME OVER");
// Display Press OK to restart below title
canvas_set_font(canvas, FontSecondary);
canvas_draw_str_aligned(
canvas,
SCREEN_XRES / 2,
SCREEN_YRES / 2 + 15,
AlignCenter,
AlignCenter,
"Press OK to restart");
}
// ######################### Victory #########################
//Player Beat Simon beyond limit! A word record holder here!
//TODO
//release the mutex
furi_mutex_release(simon_state->mutex);
}
/* ======================== Input Handling ============================== */
void simon_input_callback(InputEvent* input_event, void* ctx) {
furi_assert(ctx);
FuriMessageQueue* event_queue = ctx;
furi_message_queue_put(event_queue, input_event, FuriWaitForever);
}
/* ======================== Simon Game Engine ======================== */
bool load_game(SimonData* app) {
Storage* storage = furi_record_open(RECORD_STORAGE);
File* file = storage_file_alloc(storage);
uint16_t bytes_readed = 0;
if(storage_file_open(file, SAVING_FILENAME, FSAM_READ, FSOM_OPEN_EXISTING)) {
if(storage_file_size(file) > sizeof(SimonData)) {
storage_simply_remove(storage, SAVING_FILENAME);
FURI_LOG_E(
TAG, "Error: file is larger than the data structure! The file has been deleted.");
} else {
bytes_readed = storage_file_read(file, app, sizeof(SimonData));
}
storage_file_close(file);
storage_file_free(file);
}
furi_record_close(RECORD_STORAGE);
return bytes_readed == sizeof(SimonData);
}
void save_game(SimonData* app) {
Storage* storage = furi_record_open(RECORD_STORAGE);
if(storage_common_stat(storage, SAVING_DIRECTORY, NULL) == FSE_NOT_EXIST) {
if(!storage_simply_mkdir(storage, SAVING_DIRECTORY)) {
return;
}
}
File* file = storage_file_alloc(storage);
if(storage_file_open(file, SAVING_FILENAME, FSAM_WRITE, FSOM_CREATE_ALWAYS)) {
storage_file_write(file, app, sizeof(SimonData));
}
storage_file_close(file);
storage_file_free(file);
furi_record_close(RECORD_STORAGE);
}
int getRandomIntInRange(int lower, int upper) {
return (rand() % (upper - lower + 1)) + lower;
}
void play_sound_sequence_correct() {
notification_message(furi_record_open(RECORD_NOTIFICATION), &sequence_success);
}
void play_sound_wrong_move() {
//TODO: play wrong sound: Try sequence_audiovisual_alert
notification_message(furi_record_open(RECORD_NOTIFICATION), &sequence_error);
}
/* Restart game and give player a chance to try again on same sequence */
// @todo restartGame
void resetGame(SimonData* app) {
app->moveIndex = 0;
app->numberOfMillisecondsBeforeShapeDisappears = 500;
app->activePlayer = simon;
app->is_wrong_direction = false;
app->last_button_press_tick = 0;
app->set_board_neutral = true;
app->activePlayer = simon;
}
/* Set gameover state */
void game_over(SimonData* app) {
if(app->is_new_highscore) save_game(app); // Save highscore but only on change
app->gameover = true;
app->lives = GAME_START_LIVES; // Show 3 lives in game over screen to match new game start
app->gameState = gameOver;
}
/* Called after gameover to restart the game. This function
* also calls restart_game(). */
void restart_game_after_gameover(SimonData* app) {
app->volume = 1.0f; //TODO: make this a setting
app->gameState = inGame;
app->gameover = false;
app->currentScore = 0;
app->is_new_highscore = false;
app->lives = GAME_START_LIVES;
app->simonMoves[0] = rand() % number_of_shapes;
resetGame(app);
}
void addNewSimonMove(int addAtIndex, SimonData* app) {
app->simonMoves[addAtIndex] = getRandomIntInRange(0, 3);
}
void startNewRound(SimonData* app) {
addNewSimonMove(app->currentScore, app);
app->moveIndex = 0;
app->activePlayer = simon;
}
void onPlayerAnsweredCorrect(SimonData* app) {
app->moveIndex++;
}
void onPlayerAnsweredWrong(SimonData* app) {
if(app->lives > 0) {
app->lives--;
// Play the wrong sound
if(app->sound_enabled) {
play_sound_wrong_move();
}
resetGame(app);
} else {
// The player has no lives left
// Game over
game_over(app);
//TODO: Play unique game over sound
}
}
bool isRoundComplete(SimonData* app) {
return app->moveIndex == app->currentScore;
}
enum shape_names getCurrentSimonMove(SimonData* app) {
return app->simonMoves[app->moveIndex];
}
void onPlayerSelectedShapeCallback(enum shape_names shape, SimonData* app) {
if(shape == getCurrentSimonMove(app)) {
onPlayerAnsweredCorrect(app);
} else {
onPlayerAnsweredWrong(app);
}
}
//@todo gametick
void game_tick(SimonData* simon_state) {
if(simon_state->gameState == inGame) {
if(simon_state->activePlayer == simon) {
// ############### Simon Turn ###############
notification_message(simon_state->notification, &sequence_simon_is_playing);
//@todo Gameplay
if(simon_state->set_board_neutral) {
if(simon_state->moveIndex < simon_state->currentScore) {
simon_state->selectedShape = getCurrentSimonMove(simon_state);
simon_state->set_board_neutral = false;
simon_state->moveIndex++;
} else {
simon_state->activePlayer = player;
simon_state->set_board_neutral = true;
simon_state->moveIndex = 0;
}
} else {
simon_state->set_board_neutral = true;
}
} else {
// ############### Player Turn ###############
notification_message(simon_state->notification, &sequence_player_is_playing);
// It's Player's Turn
if(isRoundComplete(simon_state)) {
simon_state->activePlayer = simon;
simon_state->currentScore++;
// app->numberOfMillisecondsBeforeShapeDisappears -= 50;
//TODO: Hacky way of handling highscore by subtracting 1 to account for the first move
if(simon_state->currentScore - 1 > simon_state->highScore) {
simon_state->highScore = simon_state->currentScore - 1;
simon_state->is_new_highscore = true;
}
if(simon_state->sound_enabled) {
play_sound_sequence_correct();
}
startNewRound(simon_state);
}
}
}
}
/* ======================== Main Entry Point ============================== */
int32_t simon_says_app_entry(void* p) {
UNUSED(p);
FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(InputEvent));
SimonData* simon_state = malloc(sizeof(SimonData));
simon_state->mutex = furi_mutex_alloc(FuriMutexTypeNormal);
if(!simon_state->mutex) {
FURI_LOG_E(TAG, "cannot create mutex\r\n");
free(simon_state);
return -1;
}
// Configure view port
ViewPort* view_port = view_port_alloc();
view_port_draw_callback_set(view_port, simon_draw_callback, simon_state);
view_port_input_callback_set(view_port, simon_input_callback, event_queue);
// Register view port in GUI
Gui* gui = furi_record_open(RECORD_GUI);
gui_add_view_port(gui, view_port, GuiLayerFullscreen);
NotificationApp* notification = furi_record_open(RECORD_NOTIFICATION);
simon_state->notification = notification;
InputEvent input;
// Show Main Menu Screen
//load_game(simon_state);
restart_game_after_gameover(simon_state);
simon_state->gameState = mainMenu;
while(true) {
game_tick(simon_state);
FuriStatus q_status = furi_message_queue_get(
event_queue, &input, simon_state->numberOfMillisecondsBeforeShapeDisappears);
furi_mutex_acquire(simon_state->mutex, FuriWaitForever);
if(q_status == FuriStatusOk) {
//FURI_LOG_D(TAG, "Got input event: %d", input.key);
//break out of the loop if the back key is pressed
if(input.key == InputKeyBack && input.type == InputTypeLong) {
// Save high score before quitting
//if(simon_state->is_new_highscore) {
// save_game(simon_state);
//}
break;
}
//@todo Set Game States
if(input.key == InputKeyOk && simon_state->gameState != inGame) {
restart_game_after_gameover(simon_state);
// Set Simon Board state
startNewRound(simon_state);
view_port_update(view_port);
}
// Keep LED on if it is Simon's turn
if(simon_state->activePlayer == player) {
notification_message(notification, &sequence_player_is_playing);
if(input.type == InputTypePress) {
simon_state->set_board_neutral = false;
switch(input.key) {
case InputKeyUp:
simon_state->selectedShape = up;
onPlayerSelectedShapeCallback(up, simon_state);
break;
case InputKeyDown:
simon_state->selectedShape = down;
onPlayerSelectedShapeCallback(down, simon_state);
break;
case InputKeyLeft:
simon_state->selectedShape = left;
onPlayerSelectedShapeCallback(left, simon_state);
break;
case InputKeyRight:
simon_state->selectedShape = right;
onPlayerSelectedShapeCallback(right, simon_state);
break;
default:
simon_state->set_board_neutral = true;
break;
}
} else {
//FURI_LOG_D(TAG, "Input type is not short");
simon_state->set_board_neutral = true;
}
}
}
// @todo Animation Loop for debug
// if(simon_state->gameState == inGame && simon_state->activePlayer == simon) {
// simon_state->currentScore++;
// simon_state->set_board_neutral = !simon_state->set_board_neutral;
// }
view_port_update(view_port);
furi_mutex_release(simon_state->mutex);
}
stop_sound();
notification_message(notification, &sequence_cleanup);
gui_remove_view_port(gui, view_port);
view_port_free(view_port);
furi_message_queue_free(event_queue);
furi_mutex_free(simon_state->mutex);
furi_record_close(RECORD_NOTIFICATION);
furi_record_close(RECORD_GUI);
free(simon_state);
return 0;
}

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@@ -1,11 +1,12 @@
App( App(
appid="snake", appid="snake20",
name="Snake Game", name="Snake 2.0",
apptype=FlipperAppType.EXTERNAL, apptype=FlipperAppType.EXTERNAL,
entry_point="snake_game_app", entry_point="snake_20_app",
cdefines=["APP_SNAKE_20"],
requires=["gui"], requires=["gui"],
stack_size=1 * 1024, stack_size=1 * 1024,
order=210, order=30,
fap_icon="snake_10px.png", fap_icon="snake_10px.png",
fap_category="Games", fap_category="Games",
) )

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@@ -16,7 +16,7 @@ typedef struct {
typedef enum { typedef enum {
GameStateLife, GameStateLife,
GameStatePause,
// https://melmagazine.com/en-us/story/snake-nokia-6110-oral-history-taneli-armanto // https://melmagazine.com/en-us/story/snake-nokia-6110-oral-history-taneli-armanto
// Armanto: While testing the early versions of the game, I noticed it was hard // Armanto: While testing the early versions of the game, I noticed it was hard
// to control the snake upon getting close to and edge but not crashing — especially // to control the snake upon getting close to and edge but not crashing — especially
@@ -27,7 +27,6 @@ typedef enum {
// the player crashes, during which she can still change the directions. And if // the player crashes, during which she can still change the directions. And if
// she does, the game continues. // she does, the game continues.
GameStateLastChance, GameStateLastChance,
GameStateGameOver, GameStateGameOver,
} GameState; } GameState;
@@ -40,16 +39,19 @@ typedef enum {
DirectionLeft, DirectionLeft,
} Direction; } Direction;
#define MAX_SNAKE_LEN 128 * 64 / 4 #define MAX_SNAKE_LEN 15 * 31 //128 * 64 / 4
#define x_back_symbol 50
#define y_back_symbol 9
typedef struct { typedef struct {
FuriMutex* mutex;
Point points[MAX_SNAKE_LEN]; Point points[MAX_SNAKE_LEN];
uint16_t len; uint16_t len;
Direction currentMovement; Direction currentMovement;
Direction nextMovement; // if backward of currentMovement, ignore Direction nextMovement; // if backward of currentMovement, ignore
Point fruit; Point fruit;
GameState state; GameState state;
FuriMutex* mutex;
} SnakeState; } SnakeState;
typedef enum { typedef enum {
@@ -85,18 +87,22 @@ const NotificationSequence sequence_fail = {
}; };
const NotificationSequence sequence_eat = { const NotificationSequence sequence_eat = {
&message_vibro_on,
&message_note_c7, &message_note_c7,
&message_delay_50, &message_delay_50,
&message_sound_off, &message_sound_off,
&message_vibro_off,
NULL, NULL,
}; };
static void snake_game_render_callback(Canvas* const canvas, void* ctx) { static void snake_game_render_callback(Canvas* const canvas, void* ctx) {
furi_assert(ctx); furi_assert(ctx);
const SnakeState* snake_state = ctx; const SnakeState* snake_state = ctx;
furi_mutex_acquire(snake_state->mutex, FuriWaitForever); furi_mutex_acquire(snake_state->mutex, FuriWaitForever);
// Before the function is called, the state is set with the canvas_reset(canvas)
// Frame // Frame
canvas_draw_frame(canvas, 0, 0, 128, 64); canvas_draw_frame(canvas, 0, 0, 128, 64);
@@ -105,6 +111,9 @@ static void snake_game_render_callback(Canvas* const canvas, void* ctx) {
f.x = f.x * 4 + 1; f.x = f.x * 4 + 1;
f.y = f.y * 4 + 1; f.y = f.y * 4 + 1;
canvas_draw_rframe(canvas, f.x, f.y, 6, 6, 2); canvas_draw_rframe(canvas, f.x, f.y, 6, 6, 2);
canvas_draw_dot(canvas, f.x + 3, f.y - 1);
canvas_draw_dot(canvas, f.x + 4, f.y - 2);
//canvas_draw_dot(canvas,f.x+4,f.y-3);
// Snake // Snake
for(uint16_t i = 0; i < snake_state->len; i++) { for(uint16_t i = 0; i < snake_state->len; i++) {
@@ -112,24 +121,70 @@ static void snake_game_render_callback(Canvas* const canvas, void* ctx) {
p.x = p.x * 4 + 2; p.x = p.x * 4 + 2;
p.y = p.y * 4 + 2; p.y = p.y * 4 + 2;
canvas_draw_box(canvas, p.x, p.y, 4, 4); canvas_draw_box(canvas, p.x, p.y, 4, 4);
if(i == 0) {
canvas_set_color(canvas, ColorWhite);
canvas_draw_box(canvas, p.x + 1, p.y + 1, 2, 2);
canvas_set_color(canvas, ColorBlack);
}
} }
// Game Over banner // Pause and GameOver banner
if(snake_state->state == GameStateGameOver) { if(snake_state->state == GameStatePause || snake_state->state == GameStateGameOver) {
// Screen is 128x64 px // Screen is 128x64 px
canvas_set_color(canvas, ColorWhite); canvas_set_color(canvas, ColorWhite);
canvas_draw_box(canvas, 34, 20, 62, 24); canvas_draw_box(canvas, 33, 19, 64, 26);
canvas_set_color(canvas, ColorBlack); canvas_set_color(canvas, ColorBlack);
canvas_draw_frame(canvas, 34, 20, 62, 24); canvas_draw_frame(canvas, 34, 20, 62, 24);
canvas_set_font(canvas, FontPrimary); canvas_set_font(canvas, FontPrimary);
canvas_draw_str(canvas, 37, 31, "Game Over"); if(snake_state->state == GameStateGameOver) {
canvas_draw_str_aligned(canvas, 65, 31, AlignCenter, AlignBottom, "Game Over");
}
if(snake_state->state == GameStatePause) {
canvas_draw_str_aligned(canvas, 65, 31, AlignCenter, AlignBottom, "Pause");
}
canvas_set_font(canvas, FontSecondary); canvas_set_font(canvas, FontSecondary);
char buffer[12]; char buffer[20];
snprintf(buffer, sizeof(buffer), "Score: %u", snake_state->len - 7U); snprintf(buffer, sizeof(buffer), "Score: %u", snake_state->len - 7U);
canvas_draw_str_aligned(canvas, 64, 41, AlignCenter, AlignBottom, buffer); canvas_draw_str_aligned(canvas, 65, 41, AlignCenter, AlignBottom, buffer);
// Painting "back"-symbol, Help message for Exit App, ProgressBar
canvas_set_color(canvas, ColorWhite);
canvas_draw_box(canvas, 25, 2, 81, 11);
canvas_draw_box(canvas, 28, 54, 73, 9);
canvas_set_color(canvas, ColorBlack);
canvas_draw_str_aligned(
canvas, 65, 10, AlignCenter, AlignBottom, "Hold to Exit App");
snprintf(
buffer, sizeof(buffer), "Complete: %-5.1f%%", (double)((snake_state->len - 7U) / 4.58));
canvas_draw_str_aligned(canvas, 65, 62, AlignCenter, AlignBottom, buffer);
{
canvas_draw_dot(canvas, x_back_symbol + 0, y_back_symbol);
canvas_draw_dot(canvas, x_back_symbol + 1, y_back_symbol);
canvas_draw_dot(canvas, x_back_symbol + 2, y_back_symbol);
canvas_draw_dot(canvas, x_back_symbol + 3, y_back_symbol);
canvas_draw_dot(canvas, x_back_symbol + 4, y_back_symbol);
canvas_draw_dot(canvas, x_back_symbol + 5, y_back_symbol - 1);
canvas_draw_dot(canvas, x_back_symbol + 6, y_back_symbol - 2);
canvas_draw_dot(canvas, x_back_symbol + 6, y_back_symbol - 3);
canvas_draw_dot(canvas, x_back_symbol + 5, y_back_symbol - 4);
canvas_draw_dot(canvas, x_back_symbol + 4, y_back_symbol - 5);
canvas_draw_dot(canvas, x_back_symbol + 3, y_back_symbol - 5);
canvas_draw_dot(canvas, x_back_symbol + 2, y_back_symbol - 5);
canvas_draw_dot(canvas, x_back_symbol + 1, y_back_symbol - 5);
canvas_draw_dot(canvas, x_back_symbol + 0, y_back_symbol - 5);
canvas_draw_dot(canvas, x_back_symbol - 1, y_back_symbol - 5);
canvas_draw_dot(canvas, x_back_symbol - 2, y_back_symbol - 5);
canvas_draw_dot(canvas, x_back_symbol - 3, y_back_symbol - 5);
canvas_draw_dot(canvas, x_back_symbol - 2, y_back_symbol - 6);
canvas_draw_dot(canvas, x_back_symbol - 2, y_back_symbol - 4);
canvas_draw_dot(canvas, x_back_symbol - 1, y_back_symbol - 6);
canvas_draw_dot(canvas, x_back_symbol - 1, y_back_symbol - 4);
canvas_draw_dot(canvas, x_back_symbol - 1, y_back_symbol - 7);
canvas_draw_dot(canvas, x_back_symbol - 1, y_back_symbol - 3);
}
} }
furi_mutex_release(snake_state->mutex); furi_mutex_release(snake_state->mutex);
@@ -297,6 +352,7 @@ static void
if(eatFruit) { if(eatFruit) {
snake_state->len++; snake_state->len++;
if(snake_state->len >= MAX_SNAKE_LEN) { if(snake_state->len >= MAX_SNAKE_LEN) {
//You win!!!
snake_state->state = GameStateGameOver; snake_state->state = GameStateGameOver;
notification_message_block(notification, &sequence_fail); notification_message_block(notification, &sequence_fail);
return; return;
@@ -308,10 +364,11 @@ static void
if(eatFruit) { if(eatFruit) {
snake_state->fruit = snake_game_get_new_fruit(snake_state); snake_state->fruit = snake_game_get_new_fruit(snake_state);
notification_message(notification, &sequence_eat); notification_message(notification, &sequence_eat);
notification_message(notification, &sequence_blink_red_100);
} }
} }
int32_t snake_game_app(void* p) { int32_t snake_20_app(void* p) {
UNUSED(p); UNUSED(p);
FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(SnakeEvent)); FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(SnakeEvent));
@@ -320,7 +377,6 @@ int32_t snake_game_app(void* p) {
snake_game_init_game(snake_state); snake_game_init_game(snake_state);
snake_state->mutex = furi_mutex_alloc(FuriMutexTypeNormal); snake_state->mutex = furi_mutex_alloc(FuriMutexTypeNormal);
if(!snake_state->mutex) { if(!snake_state->mutex) {
FURI_LOG_E("SnakeGame", "cannot create mutex\r\n"); FURI_LOG_E("SnakeGame", "cannot create mutex\r\n");
furi_message_queue_free(event_queue); furi_message_queue_free(event_queue);
@@ -343,6 +399,8 @@ int32_t snake_game_app(void* p) {
notification_message_block(notification, &sequence_display_backlight_enforce_on); notification_message_block(notification, &sequence_display_backlight_enforce_on);
// dolphin_deed(DolphinDeedPluginGameStart);
SnakeEvent event; SnakeEvent event;
for(bool processing = true; processing;) { for(bool processing = true; processing;) {
FuriStatus event_status = furi_message_queue_get(event_queue, &event, 100); FuriStatus event_status = furi_message_queue_get(event_queue, &event, 100);
@@ -350,26 +408,83 @@ int32_t snake_game_app(void* p) {
furi_mutex_acquire(snake_state->mutex, FuriWaitForever); furi_mutex_acquire(snake_state->mutex, FuriWaitForever);
if(event_status == FuriStatusOk) { if(event_status == FuriStatusOk) {
// press events
if(event.type == EventTypeKey) { if(event.type == EventTypeKey) {
// press events
if(event.input.type == InputTypePress) { if(event.input.type == InputTypePress) {
switch(event.input.key) { switch(event.input.key) {
case InputKeyUp: case InputKeyUp:
snake_state->nextMovement = DirectionUp; if(snake_state->state != GameStatePause) {
snake_state->nextMovement = DirectionUp;
}
break; break;
case InputKeyDown: case InputKeyDown:
snake_state->nextMovement = DirectionDown; if(snake_state->state != GameStatePause) {
snake_state->nextMovement = DirectionDown;
}
break; break;
case InputKeyRight: case InputKeyRight:
snake_state->nextMovement = DirectionRight; if(snake_state->state != GameStatePause) {
snake_state->nextMovement = DirectionRight;
}
break; break;
case InputKeyLeft: case InputKeyLeft:
snake_state->nextMovement = DirectionLeft; if(snake_state->state != GameStatePause) {
snake_state->nextMovement = DirectionLeft;
}
break; break;
case InputKeyOk: case InputKeyOk:
if(snake_state->state == GameStateGameOver) { if(snake_state->state == GameStateGameOver) {
snake_game_init_game(snake_state); snake_game_init_game(snake_state);
} }
if(snake_state->state == GameStatePause) {
furi_timer_start(timer, furi_kernel_get_tick_frequency() / 4);
snake_state->state = GameStateLife;
}
break;
case InputKeyBack:
if(snake_state->state == GameStateLife) {
furi_timer_stop(timer);
snake_state->state = GameStatePause;
break;
}
if(snake_state->state == GameStatePause) {
furi_timer_start(timer, furi_kernel_get_tick_frequency() / 4);
snake_state->state = GameStateLife;
break;
}
if(snake_state->state == GameStateGameOver) {
snake_game_init_game(snake_state);
}
default:
break;
}
}
//LongPress Events
if(event.input.type == InputTypeLong) {
switch(event.input.key) {
case InputKeyUp:
if(snake_state->state != GameStatePause) {
snake_state->nextMovement = DirectionUp;
furi_timer_start(timer, furi_kernel_get_tick_frequency() / 8);
}
break;
case InputKeyDown:
if(snake_state->state != GameStatePause) {
snake_state->nextMovement = DirectionDown;
furi_timer_start(timer, furi_kernel_get_tick_frequency() / 8);
}
break;
case InputKeyRight:
if(snake_state->state != GameStatePause) {
snake_state->nextMovement = DirectionRight;
furi_timer_start(timer, furi_kernel_get_tick_frequency() / 8);
}
break;
case InputKeyLeft:
if(snake_state->state != GameStatePause) {
snake_state->nextMovement = DirectionLeft;
furi_timer_start(timer, furi_kernel_get_tick_frequency() / 8);
}
break; break;
case InputKeyBack: case InputKeyBack:
processing = false; processing = false;
@@ -378,6 +493,12 @@ int32_t snake_game_app(void* p) {
break; break;
} }
} }
//ReleaseKey Event
if(event.input.type == InputTypeRelease) {
if(snake_state->state != GameStatePause) {
furi_timer_start(timer, furi_kernel_get_tick_frequency() / 4);
}
}
} else if(event.type == EventTypeTick) { } else if(event.type == EventTypeTick) {
snake_game_process_game_step(snake_state, notification); snake_game_process_game_step(snake_state, notification);
} }
@@ -389,8 +510,8 @@ int32_t snake_game_app(void* p) {
furi_mutex_release(snake_state->mutex); furi_mutex_release(snake_state->mutex);
} }
// Return backlight to normal state // Wait for all notifications to be played and return backlight to normal state
notification_message(notification, &sequence_display_backlight_enforce_auto); notification_message_block(notification, &sequence_display_backlight_enforce_auto);
furi_timer_free(timer); furi_timer_free(timer);
view_port_enabled_set(view_port, false); view_port_enabled_set(view_port, false);

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@@ -0,0 +1,674 @@
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The GNU General Public License is a free, copyleft license for
software and other kinds of works.
The licenses for most software and other practical works are designed
to take away your freedom to share and change the works. By contrast,
the GNU General Public License is intended to guarantee your freedom to
share and change all versions of a program--to make sure it remains free
software for all its users. We, the Free Software Foundation, use the
GNU General Public License for most of our software; it applies also to
any other work released this way by its authors. You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
them if you wish), that you receive source code or can get it if you
want it, that you can change the software or use pieces of it in new
free programs, and that you know you can do these things.
To protect your rights, we need to prevent others from denying you
these rights or asking you to surrender the rights. Therefore, you have
certain responsibilities if you distribute copies of the software, or if
you modify it: responsibilities to respect the freedom of others.
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must pass on to the recipients the same
freedoms that you received. You must make sure that they, too, receive
or can get the source code. And you must show them these terms so they
know their rights.
Developers that use the GNU GPL protect your rights with two steps:
(1) assert copyright on the software, and (2) offer you this License
giving you legal permission to copy, distribute and/or modify it.
For the developers' and authors' protection, the GPL clearly explains
that there is no warranty for this free software. For both users' and
authors' sake, the GPL requires that modified versions be marked as
changed, so that their problems will not be attributed erroneously to
authors of previous versions.
Some devices are designed to deny users access to install or run
modified versions of the software inside them, although the manufacturer
can do so. This is fundamentally incompatible with the aim of
protecting users' freedom to change the software. The systematic
pattern of such abuse occurs in the area of products for individuals to
use, which is precisely where it is most unacceptable. Therefore, we
have designed this version of the GPL to prohibit the practice for those
products. If such problems arise substantially in other domains, we
stand ready to extend this provision to those domains in future versions
of the GPL, as needed to protect the freedom of users.
Finally, every program is threatened constantly by software patents.
States should not allow patents to restrict development and use of
software on general-purpose computers, but in those that do, we wish to
avoid the special danger that patents applied to a free program could
make it effectively proprietary. To prevent this, the GPL assures that
patents cannot be used to render the program non-free.
The precise terms and conditions for copying, distribution and
modification follow.
TERMS AND CONDITIONS
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App(
appid="t_rex_runner",
name="T-Rex runner",
apptype=FlipperAppType.EXTERNAL,
entry_point="trexrunner_app",
cdefines=["APP_TREXRUNNER"],
requires=["gui"],
stack_size=8 * 1024,
fap_category="Games",
fap_icon="trexrunner_icon.png",
fap_icon_assets="assets",
order=36,
)

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@@ -0,0 +1,271 @@
#include <furi.h>
#include <furi_hal.h>
#include <gui/gui.h>
#include <gui/icon_i.h>
#include <gui/elements.h>
#include <input/input.h>
#include <stdlib.h>
#include <stdio.h>
#include "t_rex_runner_icons.h"
#define DINO_START_X 10
#define DINO_START_Y 34 // 64 - 22 - BACKGROUND_H / 2 - 2
#define FPS 20
#define DINO_RUNNING_MS_PER_FRAME 500
#define GRAVITY 60
#define JUMP_SPEED 30
#define CACTUS_W 10
#define CACTUS_H 10
#define START_x_speed 25
#define BACKGROUND_W 128
#define BACKGROUND_H 12
typedef enum {
EventTypeTick,
EventTypeKey,
} EventType;
typedef struct {
EventType type;
InputEvent input;
} PluginEvent;
typedef struct {
FuriTimer* timer;
uint32_t last_tick;
const Icon* dino_icon;
int dino_frame_ms;
FuriMutex* mutex;
// Dino info
float y_position;
float y_speed;
int y_acceleration;
float x_speed;
// Cactus info
int cactus_position;
int has_cactus;
// Horizontal line
int background_position;
int lost;
int score;
} GameState;
static void timer_callback(void* ctx) {
GameState* game_state = ctx;
furi_mutex_acquire(game_state->mutex, FuriWaitForever);
if(game_state == NULL) {
return;
}
uint32_t ticks_elapsed = furi_get_tick() - game_state->last_tick;
game_state->last_tick = furi_get_tick();
int delta_time_ms = ticks_elapsed * 1000 / furi_kernel_get_tick_frequency();
// dino update
game_state->dino_frame_ms += delta_time_ms;
// TODO: switch by dino state
if(game_state->dino_frame_ms >= DINO_RUNNING_MS_PER_FRAME) {
if(game_state->dino_icon == &I_DinoRun0) {
game_state->dino_icon = &I_DinoRun1;
} else {
game_state->dino_icon = &I_DinoRun0;
}
game_state->dino_frame_ms = 0;
}
// Compute dino dynamics
game_state->y_acceleration = game_state->y_acceleration - GRAVITY * delta_time_ms / 1000;
game_state->y_speed = game_state->y_speed + game_state->y_acceleration * delta_time_ms / 1000;
game_state->y_position = game_state->y_position - game_state->y_speed * delta_time_ms / 1000;
// Touch ground
if(game_state->y_position >= DINO_START_Y) {
game_state->y_acceleration = 0;
game_state->y_speed = 0;
game_state->y_position = DINO_START_Y;
}
// Update Cactus state
if(game_state->has_cactus) {
game_state->cactus_position =
game_state->cactus_position - game_state->x_speed * delta_time_ms / 1000;
if(game_state->cactus_position <= 0) {
game_state->has_cactus = 0;
game_state->score = game_state->score + 1;
}
}
// Create cactus (not random)
else {
game_state->has_cactus = 1;
game_state->cactus_position = 120;
}
// Move horizontal line
if(game_state->background_position <= -BACKGROUND_W)
game_state->background_position += BACKGROUND_W;
game_state->background_position =
game_state->background_position - game_state->x_speed * delta_time_ms / 1000;
// Lose condition
if((game_state->y_position + 22 >= (64 - CACTUS_H)) &&
((DINO_START_X + 20) >= game_state->cactus_position) &&
(DINO_START_X <= (game_state->cactus_position + CACTUS_W)))
game_state->lost = 1;
furi_mutex_release(game_state->mutex);
}
static void input_callback(InputEvent* input_event, FuriMessageQueue* event_queue) {
furi_assert(event_queue);
PluginEvent event = {.type = EventTypeKey, .input = *input_event};
furi_message_queue_put(event_queue, &event, FuriWaitForever);
}
static void render_callback(Canvas* const canvas, void* ctx) {
const GameState* game_state = ctx;
furi_mutex_acquire(game_state->mutex, FuriWaitForever);
if(game_state == NULL) {
return;
}
char score_string[12];
if(!game_state->lost) {
// Show Ground
canvas_draw_icon(
canvas, game_state->background_position, 64 - BACKGROUND_H, &I_HorizonLine0);
canvas_draw_icon(
canvas,
game_state->background_position + BACKGROUND_W,
64 - BACKGROUND_H,
&I_HorizonLine0);
// Show DINO
canvas_draw_icon(canvas, DINO_START_X, game_state->y_position, game_state->dino_icon);
// Show cactus
if(game_state->has_cactus)
//canvas_draw_triangle(canvas, game_state->cactus_position, 64 - BACKGROUND_H + CACTUS_W, CACTUS_W, CACTUS_H, CanvasDirectionBottomToTop);
canvas_draw_icon(
canvas,
game_state->cactus_position,
64 - BACKGROUND_H / 2 - CACTUS_H - 2,
&I_Cactus);
// Show score
if(game_state->score == 0) canvas_set_font(canvas, FontSecondary);
snprintf(score_string, 12, "Score: %d", game_state->score);
canvas_draw_str_aligned(canvas, 85, 5, AlignLeft, AlignTop, score_string);
} else {
canvas_set_font(canvas, FontPrimary);
canvas_draw_str_aligned(canvas, 64, 32, AlignCenter, AlignBottom, "You lost :c");
}
furi_mutex_release(game_state->mutex);
}
static void game_state_init(GameState* const game_state) {
game_state->last_tick = furi_get_tick();
game_state->dino_frame_ms = 0;
game_state->dino_icon = &I_Dino;
game_state->y_acceleration = game_state->y_speed = 0;
game_state->y_position = DINO_START_Y;
game_state->has_cactus = 0;
game_state->background_position = 0;
game_state->lost = 0;
game_state->x_speed = START_x_speed;
game_state->score = 0;
game_state->mutex = furi_mutex_alloc(FuriMutexTypeNormal);
}
int32_t trexrunner_app() {
FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(PluginEvent));
GameState* game_state = malloc(sizeof(GameState));
game_state_init(game_state);
if(!game_state->mutex) {
FURI_LOG_E("T-rex runner", "cannot create mutex\r\n");
free(game_state);
return 255;
}
// BEGIN IMPLEMENTATION
// Set system callbacks
ViewPort* view_port = view_port_alloc();
view_port_draw_callback_set(view_port, render_callback, game_state);
view_port_input_callback_set(view_port, input_callback, event_queue);
game_state->timer = furi_timer_alloc(timer_callback, FuriTimerTypePeriodic, game_state);
furi_timer_start(game_state->timer, (uint32_t)furi_kernel_get_tick_frequency() / FPS);
// Open GUI and register view_port
Gui* gui = furi_record_open("gui");
gui_add_view_port(gui, view_port, GuiLayerFullscreen);
PluginEvent event;
for(bool processing = true; processing && !game_state->lost;) {
FuriStatus event_status = furi_message_queue_get(event_queue, &event, 100);
if(event_status == FuriStatusOk) {
// press events
if(event.type == EventTypeKey) {
if(event.input.type == InputTypeShort) {
switch(event.input.key) {
case InputKeyUp:
break;
case InputKeyDown:
break;
case InputKeyLeft:
break;
case InputKeyRight:
break;
case InputKeyOk:
if(game_state->y_position == DINO_START_Y)
game_state->y_speed = JUMP_SPEED;
break;
case InputKeyMAX:
break;
case InputKeyBack:
// Exit the app
processing = false;
break;
}
}
}
} else {
// event timeout
;
}
if(game_state->lost) {
furi_message_queue_get(
event_queue, &event, 1500); //Sleep to show the "you lost" message
}
view_port_update(view_port);
furi_mutex_release(game_state->mutex);
}
view_port_enabled_set(view_port, false);
gui_remove_view_port(gui, view_port);
furi_record_close("gui");
view_port_free(view_port);
furi_message_queue_free(event_queue);
furi_mutex_free(game_state->mutex);
furi_timer_free(game_state->timer);
free(game_state);
return 0;
}

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