Add some new games
320
applications/external/4inrow/4inrow.c
vendored
Normal file
@@ -0,0 +1,320 @@
|
||||
#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;
|
||||
}
|
||||
BIN
applications/external/4inrow/4inrow_10px.png
vendored
Normal file
|
After Width: | Height: | Size: 200 B |
13
applications/external/4inrow/application.fam
vendored
Normal file
@@ -0,0 +1,13 @@
|
||||
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",
|
||||
)
|
||||
21
applications/external/reversi/LICENSE
vendored
Normal file
@@ -0,0 +1,21 @@
|
||||
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.
|
||||
15
applications/external/reversi/application.fam
vendored
Normal file
@@ -0,0 +1,15 @@
|
||||
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",
|
||||
)
|
||||
356
applications/external/reversi/game_reversi.c
vendored
Normal file
@@ -0,0 +1,356 @@
|
||||
// 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;
|
||||
}
|
||||
BIN
applications/external/reversi/game_reversi.png
vendored
Normal file
|
After Width: | Height: | Size: 235 B |
168
applications/external/reversi/reversi.c
vendored
Normal file
@@ -0,0 +1,168 @@
|
||||
// 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
@@ -0,0 +1,21 @@
|
||||
#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);
|
||||
21
applications/external/rootoflife/LICENSE
vendored
Normal file
@@ -0,0 +1,21 @@
|
||||
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.
|
||||
14
applications/external/rootoflife/application.fam
vendored
Normal file
@@ -0,0 +1,14 @@
|
||||
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",
|
||||
)
|
||||
BIN
applications/external/rootoflife/images/place_error.png
vendored
Normal file
|
After Width: | Height: | Size: 159 B |
BIN
applications/external/rootoflife/images/place_ok.png
vendored
Normal file
|
After Width: | Height: | Size: 163 B |
BIN
applications/external/rootoflife/images/root_reroll.png
vendored
Normal file
|
After Width: | Height: | Size: 174 B |
BIN
applications/external/rootoflife/images/score.png
vendored
Normal file
|
After Width: | Height: | Size: 192 B |
BIN
applications/external/rootoflife/images/tree.png
vendored
Normal file
|
After Width: | Height: | Size: 165 B |
BIN
applications/external/rootoflife/roots_of_life_10px.png
vendored
Normal file
|
After Width: | Height: | Size: 1.6 KiB |
750
applications/external/rootoflife/roots_of_life_game.c
vendored
Normal file
@@ -0,0 +1,750 @@
|
||||
#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;
|
||||
}
|
||||
674
applications/external/scorched_tanks/LICENSE
vendored
Normal file
@@ -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
|
||||
|
||||
0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU General Public License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds of
|
||||
works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
License. Each licensee is addressed as "you". "Licensees" and
|
||||
"recipients" may be individuals or organizations.
|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
in a fashion requiring copyright permission, other than the making of an
|
||||
exact copy. The resulting work is called a "modified version" of the
|
||||
earlier work or a work "based on" the earlier work.
|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
parties to make or receive copies. Mere interaction with a user through
|
||||
a computer network, with no transfer of a copy, is not conveying.
|
||||
|
||||
An interactive user interface displays "Appropriate Legal Notices"
|
||||
to the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
||||
extent that warranties are provided), that licensees may convey the
|
||||
work under this License, and how to view a copy of this License. If
|
||||
the interface presents a list of user commands or options, such as a
|
||||
menu, a prominent item in the list meets this criterion.
|
||||
|
||||
1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work
|
||||
for making modifications to it. "Object code" means any non-source
|
||||
form of a work.
|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
Component, and (b) serves only to enable use of the work with that
|
||||
Major Component, or to implement a Standard Interface for which an
|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
produce the work, or an object code interpreter used to run it.
|
||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
control those activities. However, it does not include the work's
|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
which are not part of the work. For example, Corresponding Source
|
||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
subprograms and other parts of the work.
|
||||
|
||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
|
||||
Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that
|
||||
same work.
|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not
|
||||
convey, without conditions so long as your license otherwise remains
|
||||
in force. You may convey covered works to others for the sole purpose
|
||||
of having them make modifications exclusively for you, or provide you
|
||||
with facilities for running those works, provided that you comply with
|
||||
the terms of this License in conveying all material for which you do
|
||||
not control copyright. Those thus making or running the covered works
|
||||
for you must do so exclusively on your behalf, under your direction
|
||||
and control, on terms that prohibit them from making any copies of
|
||||
your copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under
|
||||
the conditions stated below. Sublicensing is not allowed; section 10
|
||||
makes it unnecessary.
|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such circumvention
|
||||
is effected by exercising rights under this License with respect to
|
||||
the covered work, and you disclaim any intention to limit operation or
|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
technological measures.
|
||||
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these conditions:
|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the
|
||||
Corresponding Source from a network server at no charge.
|
||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, your program's commands
|
||||
might be different; for a GUI interface, you would use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU GPL, see
|
||||
<https://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your program
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
may consider it more useful to permit linking proprietary applications with
|
||||
the library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License. But first, please read
|
||||
<https://www.gnu.org/licenses/why-not-lgpl.html>.
|
||||
12
applications/external/scorched_tanks/application.fam
vendored
Normal file
@@ -0,0 +1,12 @@
|
||||
App(
|
||||
appid="scorched_tanks",
|
||||
name="Scorched Tanks",
|
||||
apptype=FlipperAppType.EXTERNAL,
|
||||
entry_point="scorched_tanks_game_app",
|
||||
cdefines=["APP_SCORCHED_TANKS_GAME"],
|
||||
requires=["gui"],
|
||||
stack_size=1 * 1024,
|
||||
order=100,
|
||||
fap_icon="scorchedTanks_10px.png",
|
||||
fap_category="Games",
|
||||
)
|
||||
BIN
applications/external/scorched_tanks/scorchedTanks_10px.png
vendored
Normal file
|
After Width: | Height: | Size: 614 B |
546
applications/external/scorched_tanks/scorched_tanks_game_app.c
vendored
Normal file
@@ -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
@@ -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
|
||||
|
||||
0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU General Public License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds of
|
||||
works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
License. Each licensee is addressed as "you". "Licensees" and
|
||||
"recipients" may be individuals or organizations.
|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
in a fashion requiring copyright permission, other than the making of an
|
||||
exact copy. The resulting work is called a "modified version" of the
|
||||
earlier work or a work "based on" the earlier work.
|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
parties to make or receive copies. Mere interaction with a user through
|
||||
a computer network, with no transfer of a copy, is not conveying.
|
||||
|
||||
An interactive user interface displays "Appropriate Legal Notices"
|
||||
to the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
||||
extent that warranties are provided), that licensees may convey the
|
||||
work under this License, and how to view a copy of this License. If
|
||||
the interface presents a list of user commands or options, such as a
|
||||
menu, a prominent item in the list meets this criterion.
|
||||
|
||||
1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work
|
||||
for making modifications to it. "Object code" means any non-source
|
||||
form of a work.
|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
Component, and (b) serves only to enable use of the work with that
|
||||
Major Component, or to implement a Standard Interface for which an
|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
produce the work, or an object code interpreter used to run it.
|
||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
control those activities. However, it does not include the work's
|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
which are not part of the work. For example, Corresponding Source
|
||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
subprograms and other parts of the work.
|
||||
|
||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
|
||||
Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that
|
||||
same work.
|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not
|
||||
convey, without conditions so long as your license otherwise remains
|
||||
in force. You may convey covered works to others for the sole purpose
|
||||
of having them make modifications exclusively for you, or provide you
|
||||
with facilities for running those works, provided that you comply with
|
||||
the terms of this License in conveying all material for which you do
|
||||
not control copyright. Those thus making or running the covered works
|
||||
for you must do so exclusively on your behalf, under your direction
|
||||
and control, on terms that prohibit them from making any copies of
|
||||
your copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under
|
||||
the conditions stated below. Sublicensing is not allowed; section 10
|
||||
makes it unnecessary.
|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such circumvention
|
||||
is effected by exercising rights under this License with respect to
|
||||
the covered work, and you disclaim any intention to limit operation or
|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
technological measures.
|
||||
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these conditions:
|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the
|
||||
Corresponding Source from a network server at no charge.
|
||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, your program's commands
|
||||
might be different; for a GUI interface, you would use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU GPL, see
|
||||
<https://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your program
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
may consider it more useful to permit linking proprietary applications with
|
||||
the library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License. But first, please read
|
||||
<https://www.gnu.org/licenses/why-not-lgpl.html>.
|
||||
15
applications/external/simonsays/application.fam
vendored
Normal file
@@ -0,0 +1,15 @@
|
||||
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
|
||||
)
|
||||
BIN
applications/external/simonsays/images/Connected_62x31.png
vendored
Normal file
|
After Width: | Height: | Size: 3.7 KiB |
BIN
applications/external/simonsays/images/Cry_dolph_55x52.png
vendored
Normal file
|
After Width: | Height: | Size: 3.8 KiB |
BIN
applications/external/simonsays/images/DolphinLeft_56x48.png
vendored
Normal file
|
After Width: | Height: | Size: 1.4 KiB |
BIN
applications/external/simonsays/images/DolphinMafia_115x62.png
vendored
Normal file
|
After Width: | Height: | Size: 2.4 KiB |
BIN
applications/external/simonsays/images/DolphinNiceLeft_96x59.png
vendored
Normal file
|
After Width: | Height: | Size: 2.4 KiB |
BIN
applications/external/simonsays/images/DolphinNiceRight_96x59.png
vendored
Normal file
|
After Width: | Height: | Size: 1.0 KiB |
BIN
applications/external/simonsays/images/DolphinRight_56x48.png
vendored
Normal file
|
After Width: | Height: | Size: 601 B |
BIN
applications/external/simonsays/images/DolphinTalking_59x63.png
vendored
Normal file
|
After Width: | Height: | Size: 1.1 KiB |
BIN
applications/external/simonsays/images/DolphinWait_61x59.png
vendored
Normal file
|
After Width: | Height: | Size: 2.0 KiB |
BIN
applications/external/simonsays/images/WarningDolphin_45x42.png
vendored
Normal file
|
After Width: | Height: | Size: 1.1 KiB |
BIN
applications/external/simonsays/images/board.png
vendored
Normal file
|
After Width: | Height: | Size: 826 B |
BIN
applications/external/simonsays/images/down.png
vendored
Normal file
|
After Width: | Height: | Size: 954 B |
BIN
applications/external/simonsays/images/left.png
vendored
Normal file
|
After Width: | Height: | Size: 921 B |
BIN
applications/external/simonsays/images/right.png
vendored
Normal file
|
After Width: | Height: | Size: 948 B |
BIN
applications/external/simonsays/images/up.png
vendored
Normal file
|
After Width: | Height: | Size: 867 B |
666
applications/external/simonsays/simon_says.c
vendored
Normal file
@@ -0,0 +1,666 @@
|
||||
#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;
|
||||
}
|
||||
BIN
applications/external/simonsays/simon_says.png
vendored
Normal file
|
After Width: | Height: | Size: 133 B |
@@ -1,11 +1,12 @@
|
||||
App(
|
||||
appid="snake",
|
||||
name="Snake Game",
|
||||
appid="snake20",
|
||||
name="Snake 2.0",
|
||||
apptype=FlipperAppType.EXTERNAL,
|
||||
entry_point="snake_game_app",
|
||||
entry_point="snake_20_app",
|
||||
cdefines=["APP_SNAKE_20"],
|
||||
requires=["gui"],
|
||||
stack_size=1 * 1024,
|
||||
order=210,
|
||||
order=30,
|
||||
fap_icon="snake_10px.png",
|
||||
fap_category="Games",
|
||||
)
|
||||
BIN
applications/external/snake_2/snake_10px.png
vendored
Normal file
|
After Width: | Height: | Size: 178 B |
@@ -16,7 +16,7 @@ typedef struct {
|
||||
|
||||
typedef enum {
|
||||
GameStateLife,
|
||||
|
||||
GameStatePause,
|
||||
// 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
|
||||
// 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
|
||||
// she does, the game continues.
|
||||
GameStateLastChance,
|
||||
|
||||
GameStateGameOver,
|
||||
} GameState;
|
||||
|
||||
@@ -40,16 +39,19 @@ typedef enum {
|
||||
DirectionLeft,
|
||||
} 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 {
|
||||
FuriMutex* mutex;
|
||||
Point points[MAX_SNAKE_LEN];
|
||||
uint16_t len;
|
||||
Direction currentMovement;
|
||||
Direction nextMovement; // if backward of currentMovement, ignore
|
||||
Point fruit;
|
||||
GameState state;
|
||||
FuriMutex* mutex;
|
||||
} SnakeState;
|
||||
|
||||
typedef enum {
|
||||
@@ -85,18 +87,22 @@ const NotificationSequence sequence_fail = {
|
||||
};
|
||||
|
||||
const NotificationSequence sequence_eat = {
|
||||
|
||||
&message_vibro_on,
|
||||
&message_note_c7,
|
||||
&message_delay_50,
|
||||
&message_sound_off,
|
||||
&message_vibro_off,
|
||||
NULL,
|
||||
};
|
||||
|
||||
static void snake_game_render_callback(Canvas* const canvas, void* ctx) {
|
||||
furi_assert(ctx);
|
||||
const SnakeState* snake_state = ctx;
|
||||
|
||||
furi_mutex_acquire(snake_state->mutex, FuriWaitForever);
|
||||
|
||||
// Before the function is called, the state is set with the canvas_reset(canvas)
|
||||
|
||||
// Frame
|
||||
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.y = f.y * 4 + 1;
|
||||
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
|
||||
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.y = p.y * 4 + 2;
|
||||
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
|
||||
if(snake_state->state == GameStateGameOver) {
|
||||
// Pause and GameOver banner
|
||||
if(snake_state->state == GameStatePause || snake_state->state == GameStateGameOver) {
|
||||
// Screen is 128x64 px
|
||||
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_draw_frame(canvas, 34, 20, 62, 24);
|
||||
|
||||
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);
|
||||
char buffer[12];
|
||||
char buffer[20];
|
||||
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);
|
||||
@@ -297,6 +352,7 @@ static void
|
||||
if(eatFruit) {
|
||||
snake_state->len++;
|
||||
if(snake_state->len >= MAX_SNAKE_LEN) {
|
||||
//You win!!!
|
||||
snake_state->state = GameStateGameOver;
|
||||
notification_message_block(notification, &sequence_fail);
|
||||
return;
|
||||
@@ -308,10 +364,11 @@ static void
|
||||
if(eatFruit) {
|
||||
snake_state->fruit = snake_game_get_new_fruit(snake_state);
|
||||
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);
|
||||
|
||||
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_state->mutex = furi_mutex_alloc(FuriMutexTypeNormal);
|
||||
|
||||
if(!snake_state->mutex) {
|
||||
FURI_LOG_E("SnakeGame", "cannot create mutex\r\n");
|
||||
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);
|
||||
|
||||
// dolphin_deed(DolphinDeedPluginGameStart);
|
||||
|
||||
SnakeEvent event;
|
||||
for(bool processing = true; processing;) {
|
||||
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);
|
||||
|
||||
if(event_status == FuriStatusOk) {
|
||||
// press events
|
||||
if(event.type == EventTypeKey) {
|
||||
// press events
|
||||
if(event.input.type == InputTypePress) {
|
||||
switch(event.input.key) {
|
||||
case InputKeyUp:
|
||||
if(snake_state->state != GameStatePause) {
|
||||
snake_state->nextMovement = DirectionUp;
|
||||
}
|
||||
break;
|
||||
case InputKeyDown:
|
||||
if(snake_state->state != GameStatePause) {
|
||||
snake_state->nextMovement = DirectionDown;
|
||||
}
|
||||
break;
|
||||
case InputKeyRight:
|
||||
if(snake_state->state != GameStatePause) {
|
||||
snake_state->nextMovement = DirectionRight;
|
||||
}
|
||||
break;
|
||||
case InputKeyLeft:
|
||||
if(snake_state->state != GameStatePause) {
|
||||
snake_state->nextMovement = DirectionLeft;
|
||||
}
|
||||
break;
|
||||
case InputKeyOk:
|
||||
if(snake_state->state == GameStateGameOver) {
|
||||
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;
|
||||
case InputKeyBack:
|
||||
processing = false;
|
||||
@@ -378,6 +493,12 @@ int32_t snake_game_app(void* p) {
|
||||
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) {
|
||||
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);
|
||||
}
|
||||
|
||||
// Return backlight to normal state
|
||||
notification_message(notification, &sequence_display_backlight_enforce_auto);
|
||||
// Wait for all notifications to be played and return backlight to normal state
|
||||
notification_message_block(notification, &sequence_display_backlight_enforce_auto);
|
||||
|
||||
furi_timer_free(timer);
|
||||
view_port_enabled_set(view_port, false);
|
||||
BIN
applications/external/snake_game/snake_10px.png
vendored
|
Before Width: | Height: | Size: 158 B |
674
applications/external/t_rex_runner/LICENSE
vendored
Normal file
@@ -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
|
||||
|
||||
0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU General Public License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds of
|
||||
works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
License. Each licensee is addressed as "you". "Licensees" and
|
||||
"recipients" may be individuals or organizations.
|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
in a fashion requiring copyright permission, other than the making of an
|
||||
exact copy. The resulting work is called a "modified version" of the
|
||||
earlier work or a work "based on" the earlier work.
|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
parties to make or receive copies. Mere interaction with a user through
|
||||
a computer network, with no transfer of a copy, is not conveying.
|
||||
|
||||
An interactive user interface displays "Appropriate Legal Notices"
|
||||
to the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
||||
extent that warranties are provided), that licensees may convey the
|
||||
work under this License, and how to view a copy of this License. If
|
||||
the interface presents a list of user commands or options, such as a
|
||||
menu, a prominent item in the list meets this criterion.
|
||||
|
||||
1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work
|
||||
for making modifications to it. "Object code" means any non-source
|
||||
form of a work.
|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
Component, and (b) serves only to enable use of the work with that
|
||||
Major Component, or to implement a Standard Interface for which an
|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
produce the work, or an object code interpreter used to run it.
|
||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
control those activities. However, it does not include the work's
|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
which are not part of the work. For example, Corresponding Source
|
||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
subprograms and other parts of the work.
|
||||
|
||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
|
||||
Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that
|
||||
same work.
|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not
|
||||
convey, without conditions so long as your license otherwise remains
|
||||
in force. You may convey covered works to others for the sole purpose
|
||||
of having them make modifications exclusively for you, or provide you
|
||||
with facilities for running those works, provided that you comply with
|
||||
the terms of this License in conveying all material for which you do
|
||||
not control copyright. Those thus making or running the covered works
|
||||
for you must do so exclusively on your behalf, under your direction
|
||||
and control, on terms that prohibit them from making any copies of
|
||||
your copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under
|
||||
the conditions stated below. Sublicensing is not allowed; section 10
|
||||
makes it unnecessary.
|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such circumvention
|
||||
is effected by exercising rights under this License with respect to
|
||||
the covered work, and you disclaim any intention to limit operation or
|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
technological measures.
|
||||
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these conditions:
|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the
|
||||
Corresponding Source from a network server at no charge.
|
||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, your program's commands
|
||||
might be different; for a GUI interface, you would use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU GPL, see
|
||||
<https://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your program
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
may consider it more useful to permit linking proprietary applications with
|
||||
the library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License. But first, please read
|
||||
<https://www.gnu.org/licenses/why-not-lgpl.html>.
|
||||
13
applications/external/t_rex_runner/application.fam
vendored
Normal file
@@ -0,0 +1,13 @@
|
||||
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,
|
||||
)
|
||||
BIN
applications/external/t_rex_runner/assets/Cactus.png
vendored
Normal file
|
After Width: | Height: | Size: 110 B |
BIN
applications/external/t_rex_runner/assets/Dino.png
vendored
Normal file
|
After Width: | Height: | Size: 4.2 KiB |
BIN
applications/external/t_rex_runner/assets/DinoRun0.png
vendored
Normal file
|
After Width: | Height: | Size: 149 B |
BIN
applications/external/t_rex_runner/assets/DinoRun1.png
vendored
Normal file
|
After Width: | Height: | Size: 152 B |
BIN
applications/external/t_rex_runner/assets/HorizonLine0.png
vendored
Normal file
|
After Width: | Height: | Size: 5.2 KiB |
271
applications/external/t_rex_runner/trexrunner.c
vendored
Normal file
@@ -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;
|
||||
}
|
||||
BIN
applications/external/t_rex_runner/trexrunner_icon.png
vendored
Normal file
|
After Width: | Height: | Size: 110 B |
BIN
applications/external/t_rex_runner/uncut_assets/HorizonLine0.png
vendored
Normal file
|
After Width: | Height: | Size: 203 B |
BIN
applications/external/t_rex_runner/uncut_assets/HorizonLine1.png
vendored
Normal file
|
After Width: | Height: | Size: 272 B |