mirror of
https://github.com/Next-Flip/Momentum-Firmware.git
synced 2026-05-15 00:38:35 -07:00
Add Blackjack
This commit is contained in:
12
applications/plugins/blackjack/application.fam
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12
applications/plugins/blackjack/application.fam
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@@ -0,0 +1,12 @@
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App(
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appid="blackjack",
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name="Blackjack",
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apptype=FlipperAppType.EXTERNAL,
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entry_point="blackjack_app",
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cdefines=["APP_BLACKJACK"],
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requires=["gui"],
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stack_size=1 * 1024,
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order=30,
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fap_icon="blackjack_10px.png",
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fap_category="Games",
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)
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372
applications/plugins/blackjack/blackjack.c
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372
applications/plugins/blackjack/blackjack.c
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@@ -0,0 +1,372 @@
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#include <gui/gui.h>
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#include <stdlib.h>
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#include <dolphin/dolphin.h>
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#include <math.h>
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#include "defines.h"
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#include "card.h"
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#include "util.h"
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#include "ui.h"
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#define APP_NAME "Blackjack"
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#define STARTING_MONEY 200
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#define DEALER_MAX 17
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void start_round(GameState *game_state);
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static void draw_ui(Canvas *const canvas, const GameState *game_state) {
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draw_money(canvas, game_state->player_score);
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draw_score(canvas, true, handCount(game_state->player_cards, game_state->player_card_count));
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if (!game_state->animating && game_state->state == GameStatePlay) {
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draw_play_menu(canvas, game_state);
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}
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}
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static void render_callback(Canvas *const canvas, void *ctx) {
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const GameState *game_state = acquire_mutex((ValueMutex *) ctx, 25);
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if (game_state == NULL) {
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return;
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}
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canvas_set_color(canvas, ColorBlack);
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canvas_draw_frame(canvas, 0, 0, 128, 64);
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switch (game_state->state) {
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case GameStateStart:
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case GameStateGameOver:
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draw_message_scene(canvas, game_state);
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break;
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case GameStatePlay:
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draw_player_scene(canvas, game_state);
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break;
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case GameStateDealer:
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draw_dealer_scene(canvas, game_state);
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break;
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}
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if (game_state->state != GameStateStart && game_state->state != GameStateGameOver) {
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animateQueue(game_state, canvas);
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draw_ui(canvas, game_state);
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}
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release_mutex((ValueMutex *) ctx, game_state);
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}
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//region card draw
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Card draw_card(GameState *game_state) {
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Card c = game_state->deck.cards[game_state->deck.index];
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game_state->deck.index++;
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return c;
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}
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char *letters[4] = {"spade", "hearth", "diamond", "club"};
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void drawPlayerCard(GameState *game_state) {
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Card c = draw_card(game_state);
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game_state->player_cards[game_state->player_card_count] = c;
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game_state->player_card_count++;
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}
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void drawDealerCard(GameState *game_state) {
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Card c = draw_card(game_state);
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game_state->dealer_cards[game_state->dealer_card_count] = c;
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game_state->dealer_card_count++;
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FURI_LOG_D(APP_NAME, "drawing dealer %s %i", letters[c.pip], c.character + 2);
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}
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//endregion
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//region queue callbacks
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void to_lose_state(const GameState *game_state, Canvas *const canvas) {
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UNUSED(game_state);
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popupFrame(canvas);
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elements_multiline_text_aligned(canvas, 64, 22, AlignCenter, AlignCenter, "You lost");
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}
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void to_bust_state(const GameState *game_state, Canvas *const canvas) {
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UNUSED(game_state);
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popupFrame(canvas);
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elements_multiline_text_aligned(canvas, 64, 22, AlignCenter, AlignCenter, "Busted!");
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}
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void to_draw_state(const GameState *game_state, Canvas *const canvas) {
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UNUSED(game_state);
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popupFrame(canvas);
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elements_multiline_text_aligned(canvas, 64, 22, AlignCenter, AlignCenter, "Draw");
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}
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void to_dealer_turn(const GameState *game_state, Canvas *const canvas) {
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UNUSED(game_state);
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popupFrame(canvas);
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elements_multiline_text_aligned(canvas, 64, 22, AlignCenter, AlignCenter, "Dealers turn");
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}
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void to_win_state(const GameState *game_state, Canvas *const canvas) {
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UNUSED(game_state);
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popupFrame(canvas);
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elements_multiline_text_aligned(canvas, 64, 22, AlignCenter, AlignCenter, "You win");
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}
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void to_start(const GameState *game_state, Canvas *const canvas) {
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UNUSED(game_state);
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popupFrame(canvas);
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elements_multiline_text_aligned(canvas, 64, 22, AlignCenter, AlignCenter, "Round started");
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}
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void before_start(GameState *gameState) {
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gameState->dealer_card_count = 0;
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gameState->player_card_count = 0;
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}
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void start(GameState *game_state) {
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start_round(game_state);
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}
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void draw(GameState *game_state) {
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game_state->player_score += game_state->bet;
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game_state->bet = 0;
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queue(game_state, start, before_start, to_start);
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}
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void game_over(GameState *game_state) {
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game_state->state = GameStateGameOver;
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}
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void lose(GameState *game_state) {
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game_state->state = GameStatePlay;
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game_state->bet = 0;
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if (game_state->player_score >= ROUND_PRICE)
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queue(game_state, start, before_start, to_start);
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else
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queue(game_state, game_over, NULL, NULL);
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}
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void win(GameState *game_state) {
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game_state->state = GameStatePlay;
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game_state->player_score += game_state->bet * 2;
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game_state->bet = 0;
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queue(game_state, start, before_start, to_start);
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}
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void dealerTurn(GameState *game_state) {
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game_state->state = GameStateDealer;
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}
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//endregion
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void player_tick(GameState *game_state) {
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uint8_t score = handCount(game_state->player_cards, game_state->player_card_count);
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if ((game_state->doubled && score <= 21) || score == 21) {
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queue(game_state, dealerTurn, NULL, NULL);
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} else if (score > 21) {
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queue(game_state, lose, NULL, to_bust_state);
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} else {
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if (game_state->selectDirection == DirectionUp && game_state->selectedMenu > 0) {
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game_state->selectedMenu--;
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}
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if (game_state->selectDirection == DirectionDown && game_state->selectedMenu < 2) {
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game_state->selectedMenu++;
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}
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if (game_state->selectDirection == Select) {
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//double
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if (!game_state->doubled && game_state->selectedMenu == 0 &&
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game_state->player_score >= ROUND_PRICE) {
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game_state->player_score -= ROUND_PRICE;
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game_state->bet += ROUND_PRICE;
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game_state->doubled = true;
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game_state->selectedMenu = 1;
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queue(game_state, drawPlayerCard, NULL, draw_card_animation);
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game_state->player_cards[game_state->player_card_count] = game_state->deck.cards[game_state->deck.index];
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score = handCount(game_state->player_cards, game_state->player_card_count + 1);
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if (score > 21)
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queue(game_state, lose, NULL, to_bust_state);
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else
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queue(game_state, dealerTurn, NULL, to_dealer_turn);
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} //hit
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else if (game_state->selectedMenu == 1) {
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queue(game_state, drawPlayerCard, NULL, draw_card_animation);
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} //stay
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else if (game_state->selectedMenu == 2) {
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queue(game_state, dealerTurn, NULL, to_dealer_turn);
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}
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}
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}
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}
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void dealer_tick(GameState *game_state) {
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uint8_t dealer_score = handCount(game_state->dealer_cards, game_state->dealer_card_count);
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uint8_t player_score = handCount(game_state->player_cards, game_state->player_card_count);
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if (dealer_score >= DEALER_MAX) {
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if (dealer_score > 21 || dealer_score < player_score)
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queue(game_state, win, NULL, to_win_state);
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else if (dealer_score > player_score)
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queue(game_state, lose, NULL, to_lose_state);
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else if (dealer_score == player_score)
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queue(game_state, draw, NULL, to_draw_state);
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} else {
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queue(game_state, drawDealerCard, NULL, draw_card_animation);
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}
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}
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void tick(GameState *game_state) {
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game_state->last_tick = furi_get_tick();
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if (!game_state->started && game_state->state == GameStatePlay) {
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game_state->started = true;
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drawDealerCard(game_state);
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queue(game_state, drawPlayerCard, NULL, draw_card_animation);
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queue(game_state, drawDealerCard, NULL, draw_card_animation);
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queue(game_state, drawPlayerCard, NULL, draw_card_animation);
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}
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if (!run_queue(game_state)) {
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if (game_state->state == GameStatePlay) {
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player_tick(game_state);
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} else if (game_state->state == GameStateDealer) {
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dealer_tick(game_state);
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}
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}
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game_state->selectDirection = None;
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}
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void start_round(GameState *game_state) {
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game_state->player_card_count = 0;
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game_state->dealer_card_count = 0;
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game_state->selectedMenu = 0;
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game_state->started = false;
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game_state->doubled = false;
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game_state->animating = true;
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game_state->animationStart = 0;
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shuffleDeck(&(game_state->deck));
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game_state->doubled = false;
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game_state->bet = ROUND_PRICE;
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if (game_state->player_score < ROUND_PRICE) {
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game_state->state = GameStateGameOver;
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} else {
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game_state->player_score -= ROUND_PRICE;
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}
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game_state->state = GameStatePlay;
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}
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void init(GameState *game_state) {
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game_state->last_tick = 0;
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game_state->player_score = STARTING_MONEY;
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generateDeck(&(game_state->deck));
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start_round(game_state);
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}
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static void input_callback(InputEvent *input_event, FuriMessageQueue *event_queue) {
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furi_assert(event_queue);
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AppEvent event = {.type = EventTypeKey, .input = *input_event};
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furi_message_queue_put(event_queue, &event, FuriWaitForever);
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}
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static void update_timer_callback(FuriMessageQueue *event_queue) {
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furi_assert(event_queue);
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AppEvent event = {.type = EventTypeTick};
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furi_message_queue_put(event_queue, &event, 0);
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}
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int32_t blackjack_app(void *p) {
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UNUSED(p);
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int32_t return_code = 0;
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FuriMessageQueue *event_queue = furi_message_queue_alloc(8, sizeof(AppEvent));
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GameState *game_state = malloc(sizeof(GameState));
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init(game_state);
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game_state->state = GameStateStart;
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ValueMutex state_mutex;
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if (!init_mutex(&state_mutex, game_state, sizeof(GameState))) {
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FURI_LOG_E(APP_NAME, "cannot create mutex\r\n");
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return_code = 255;
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goto free_and_exit;
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}
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ViewPort *view_port = view_port_alloc();
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view_port_draw_callback_set(view_port, render_callback, &state_mutex);
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view_port_input_callback_set(view_port, input_callback, event_queue);
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FuriTimer *timer =
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furi_timer_alloc(update_timer_callback, FuriTimerTypePeriodic, event_queue);
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furi_timer_start(timer, furi_kernel_get_tick_frequency() / 25);
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Gui *gui = furi_record_open("gui");
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gui_add_view_port(gui, view_port, GuiLayerFullscreen);
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AppEvent event;
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for (bool processing = true; processing;) {
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FuriStatus event_status = furi_message_queue_get(event_queue, &event, 100);
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GameState *game_state = (GameState *) acquire_mutex_block(&state_mutex);
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if (event_status == FuriStatusOk) {
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if (event.type == EventTypeKey) {
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if (event.input.type == InputTypePress) {
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switch (event.input.key) {
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case InputKeyUp:
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game_state->selectDirection = DirectionUp;
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break;
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case InputKeyDown:
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game_state->selectDirection = DirectionDown;
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break;
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case InputKeyRight:
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game_state->selectDirection = DirectionRight;
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break;
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case InputKeyLeft:
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game_state->selectDirection = DirectionLeft;
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break;
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case InputKeyBack:
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processing = false;
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break;
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case InputKeyOk:
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if (game_state->state == GameStateGameOver || game_state->state == GameStateStart) {
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init(game_state);
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} else {
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game_state->selectDirection = Select;
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}
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break;
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}
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}
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} else if (event.type == EventTypeTick) {
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tick(game_state);
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}
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} else {
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FURI_LOG_D(APP_NAME, "osMessageQueue: event timeout");
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// event timeout
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}
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view_port_update(view_port);
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release_mutex(&state_mutex, game_state);
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}
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furi_timer_free(timer);
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view_port_enabled_set(view_port, false);
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gui_remove_view_port(gui, view_port);
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furi_record_close(RECORD_GUI);
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view_port_free(view_port);
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delete_mutex(&state_mutex);
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free_and_exit:
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queue_clear();
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free(game_state);
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furi_message_queue_free(event_queue);
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return return_code;
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}
|
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BIN
applications/plugins/blackjack/blackjack_10px.png
Normal file
BIN
applications/plugins/blackjack/blackjack_10px.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 119 B |
239
applications/plugins/blackjack/card.c
Normal file
239
applications/plugins/blackjack/card.c
Normal file
@@ -0,0 +1,239 @@
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||||
#include "card.h"
|
||||
#include <math.h>
|
||||
|
||||
//region CardDesign
|
||||
bool pips[4][49] =
|
||||
{
|
||||
{
|
||||
//spades
|
||||
0, 0, 0, 1, 0, 0, 0,
|
||||
0, 0, 1, 1, 1, 0, 0,
|
||||
0, 1, 1, 1, 1, 1, 0,
|
||||
1, 1, 1, 1, 1, 1, 1,
|
||||
1, 1, 0, 1, 0, 1, 1,
|
||||
0, 0, 0, 1, 0, 0, 0,
|
||||
0, 0, 1, 1, 1, 0, 0
|
||||
},
|
||||
{
|
||||
//hearts
|
||||
0, 1, 0, 0, 0, 1, 0,
|
||||
1, 1, 1, 0, 1, 1, 1,
|
||||
1, 1, 1, 1, 1, 1, 1,
|
||||
1, 1, 1, 1, 1, 1, 1,
|
||||
0, 1, 1, 1, 1, 1, 0,
|
||||
0, 0, 1, 1, 1, 0, 0,
|
||||
0, 0, 0, 1, 0, 0, 0,
|
||||
},
|
||||
{
|
||||
//diamonds
|
||||
0, 0, 0, 1, 0, 0, 0,
|
||||
0, 0, 1, 1, 1, 0, 0,
|
||||
0, 1, 1, 1, 1, 1, 0,
|
||||
1, 1, 1, 1, 1, 1, 1,
|
||||
0, 1, 1, 1, 1, 1, 0,
|
||||
0, 0, 1, 1, 1, 0, 0,
|
||||
0, 0, 0, 1, 0, 0, 0
|
||||
},
|
||||
{
|
||||
//clubs
|
||||
0, 0, 1, 1, 1, 0, 0,
|
||||
0, 0, 1, 1, 1, 0, 0,
|
||||
1, 1, 0, 1, 0, 1, 1,
|
||||
1, 1, 1, 1, 1, 1, 1,
|
||||
1, 1, 0, 1, 0, 1, 1,
|
||||
0, 0, 0, 1, 0, 0, 0,
|
||||
0, 0, 1, 1, 1, 0, 0
|
||||
}
|
||||
};
|
||||
|
||||
bool backDesign[4] = {
|
||||
0, 1,
|
||||
1, 0
|
||||
};
|
||||
//endregion
|
||||
|
||||
uint8_t characters[13] =
|
||||
{
|
||||
2, 3, 4, 5, 6, 7, 8, 9, 10, 'J', 'Q', 'K', 'A'
|
||||
};
|
||||
|
||||
|
||||
//region Player card positions
|
||||
uint8_t playerCardPositions[22][4] = {
|
||||
//first row
|
||||
{108, 38, 0, 0},
|
||||
{98, 38, 0, 1},
|
||||
{88, 38, 0, 1},
|
||||
{78, 38, 0, 1},
|
||||
{68, 38, 0, 1},
|
||||
{58, 38, 0, 1},
|
||||
{48, 38, 0, 1},
|
||||
{38, 38, 0, 1},
|
||||
//second row
|
||||
{104, 26, 1, 0},
|
||||
{94, 26, 1, 1},
|
||||
{84, 26, 1, 1},
|
||||
{74, 26, 1, 1},
|
||||
{64, 26, 1, 1},
|
||||
{54, 26, 1, 1},
|
||||
{44, 26, 1, 1},
|
||||
//third row
|
||||
{99, 14, 1, 0},
|
||||
{89, 14, 1, 1},
|
||||
{79, 14, 1, 1},
|
||||
{69, 14, 1, 1},
|
||||
{59, 14, 1, 1},
|
||||
{49, 14, 1, 1},
|
||||
};
|
||||
//endregion
|
||||
|
||||
|
||||
void drawPlayerDeck(const Card cards[21], uint8_t count, Canvas *const canvas) {
|
||||
for (uint8_t i = 0; i < count; i++) {
|
||||
CardState state = Normal;
|
||||
if (playerCardPositions[i][2] == 1 && playerCardPositions[i][3] == 1)
|
||||
state = BottomAndRightCut;
|
||||
else if (playerCardPositions[i][3] == 1)
|
||||
state = RightCut;
|
||||
else if (playerCardPositions[i][2] == 1)
|
||||
state = BottomCut;
|
||||
drawCardAt(playerCardPositions[i][0], playerCardPositions[i][1], cards[i].pip, cards[i].character, state,
|
||||
canvas);
|
||||
}
|
||||
}
|
||||
|
||||
void drawCardAt(uint8_t pos_x, uint8_t pos_y, uint8_t pip, uint8_t character, CardState state, Canvas *const canvas) {
|
||||
if (state == Normal) {
|
||||
canvas_set_color(canvas, ColorWhite);
|
||||
canvas_draw_box(canvas, pos_x, pos_y, CARD_WIDHT, CARD_HEIGHT);
|
||||
|
||||
canvas_set_color(canvas, ColorBlack);
|
||||
canvas_draw_frame(canvas, pos_x, pos_y, CARD_WIDHT, CARD_HEIGHT);
|
||||
} else {
|
||||
if (state == BottomCut || state == BottomAndRightCut)
|
||||
canvas_draw_line(canvas, pos_x, pos_y, pos_x, pos_y + CARD_HALF_HEIGHT - 1); //half height line
|
||||
|
||||
if (state == BottomCut) {
|
||||
canvas_draw_line(canvas, pos_x, pos_y, pos_x + CARD_WIDHT - 1, pos_y); //full width line
|
||||
canvas_draw_line(canvas, pos_x + CARD_WIDHT - 1, pos_y, pos_x + CARD_WIDHT - 1,
|
||||
pos_y + CARD_HALF_HEIGHT - 1); //half height line
|
||||
}
|
||||
|
||||
if (state == BottomAndRightCut) {
|
||||
canvas_draw_line(canvas, pos_x, pos_y, pos_x + CARD_HALF_WIDHT - 1, pos_y); //half width
|
||||
}
|
||||
|
||||
if (state == RightCut) {
|
||||
canvas_draw_line(canvas, pos_x, pos_y, pos_x + CARD_HALF_WIDHT - 1, pos_y); //half width
|
||||
canvas_draw_line(canvas, pos_x, pos_y, pos_x, pos_y + CARD_HEIGHT - 1); //full height line
|
||||
canvas_draw_line(canvas, pos_x, pos_y + CARD_HEIGHT - 1, pos_x + CARD_HALF_WIDHT - 1,
|
||||
pos_y + CARD_HEIGHT - 1); //full height line
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
uint8_t left = pos_x + CORNER_MARGIN;
|
||||
uint8_t right = (pos_x + CARD_WIDHT - CORNER_MARGIN - 7);
|
||||
uint8_t top = pos_y + CORNER_MARGIN;
|
||||
uint8_t bottom = (pos_y + CARD_HEIGHT - CORNER_MARGIN - 7);
|
||||
|
||||
for (uint8_t x = 0; x < 7; x++) {
|
||||
for (uint8_t y = 0; y < 7; y++) {
|
||||
if (pips[pip][x + y * 7]) {
|
||||
if (state == Normal || state == BottomCut)
|
||||
canvas_draw_dot(canvas, right + x + 1, top + y);
|
||||
if (state == Normal || state == RightCut)
|
||||
canvas_draw_dot(canvas, left + x - 1, bottom + y);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
canvas_set_font(canvas, FontSecondary);
|
||||
char drawChar[3];
|
||||
if (character < 9)
|
||||
snprintf(drawChar, sizeof(drawChar), "%i", character + 2);
|
||||
else {
|
||||
snprintf(drawChar, sizeof(drawChar), "%c", characters[character]);
|
||||
}
|
||||
|
||||
canvas_set_font_direction(canvas, CanvasDirectionLeftToRight);
|
||||
canvas_draw_str_aligned(canvas, left + 2, top + 3, AlignCenter, AlignCenter, drawChar);
|
||||
|
||||
canvas_set_font_direction(canvas, CanvasDirectionRightToLeft);
|
||||
if (state == Normal) { //flipper crashes on non center aligned text when upside down
|
||||
uint8_t margin = 9;
|
||||
if (character == 8) //10 needs bigger margin
|
||||
margin = 12;
|
||||
canvas_draw_str_aligned(canvas, right + margin, bottom - 3, AlignCenter, AlignCenter, drawChar);
|
||||
}
|
||||
|
||||
canvas_set_font_direction(canvas, CanvasDirectionLeftToRight);
|
||||
//canvas_draw_str(canvas, left, top, drawChar );
|
||||
}
|
||||
|
||||
void drawCardBackAt(uint8_t pos_x, uint8_t pos_y, Canvas *const canvas) {
|
||||
canvas_set_color(canvas, ColorWhite);
|
||||
canvas_draw_box(canvas, pos_x, pos_y, CARD_WIDHT, CARD_HEIGHT);
|
||||
|
||||
canvas_set_color(canvas, ColorBlack);
|
||||
canvas_draw_frame(canvas, pos_x, pos_y, CARD_WIDHT, CARD_HEIGHT);
|
||||
for (uint8_t x = 0; x < CARD_WIDHT - 2; x++) {
|
||||
for (uint8_t y = 0; y < CARD_HEIGHT - 2; y++) {
|
||||
uint8_t _x = x;
|
||||
uint8_t _y = y * 2;
|
||||
if (backDesign[(_x + _y) % 4]) {
|
||||
canvas_draw_dot(canvas, pos_x + x + 1, pos_y + y + 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void generateDeck(Deck *deck_ptr) {
|
||||
uint16_t counter = 0;
|
||||
for (uint8_t deck = 0; deck < DECK_COUNT; deck++) {
|
||||
for (uint8_t pip = 0; pip < 4; pip++) {
|
||||
for (uint8_t label = 0; label < 13; label++) {
|
||||
deck_ptr->cards[counter] = (Card)
|
||||
{
|
||||
pip, label
|
||||
};
|
||||
counter++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void shuffleDeck(Deck *deck_ptr) {
|
||||
srand(DWT->CYCCNT);
|
||||
deck_ptr->index = 0;
|
||||
int max = DECK_COUNT * 52;
|
||||
for (int i = 0; i < max; i++) {
|
||||
int r = i + (rand() % (max - i));
|
||||
Card tmp = deck_ptr->cards[i];
|
||||
deck_ptr->cards[i] = deck_ptr->cards[r];
|
||||
deck_ptr->cards[r] = tmp;
|
||||
}
|
||||
}
|
||||
|
||||
uint8_t handCount(const Card cards[21], uint8_t count) {
|
||||
uint8_t aceCount = 0;
|
||||
uint8_t score = 0;
|
||||
|
||||
for (uint8_t i = 0; i < count; i++) {
|
||||
if (cards[i].character == 12)
|
||||
aceCount++;
|
||||
else {
|
||||
if (cards[i].character > 8)
|
||||
score += 10;
|
||||
else
|
||||
score += cards[i].character + 2;
|
||||
}
|
||||
}
|
||||
|
||||
for (uint8_t i = 0; i < aceCount; i++) {
|
||||
if ((score + 11) <= 21) score += 11;
|
||||
else score++;
|
||||
}
|
||||
|
||||
return score;
|
||||
}
|
||||
40
applications/plugins/blackjack/card.h
Normal file
40
applications/plugins/blackjack/card.h
Normal file
@@ -0,0 +1,40 @@
|
||||
#ifndef _card_h
|
||||
#define _card_h
|
||||
|
||||
#include <gui/gui.h>
|
||||
|
||||
#define DECK_COUNT 6
|
||||
#define CARD_HEIGHT 24
|
||||
#define CARD_HALF_HEIGHT CARD_HEIGHT/2
|
||||
#define CARD_WIDHT 18
|
||||
#define CARD_HALF_WIDHT CARD_WIDHT/2
|
||||
#define CORNER_MARGIN 3
|
||||
#define LEGEND_SIZE 10
|
||||
|
||||
typedef enum {
|
||||
Normal, BottomCut, RightCut, BottomAndRightCut, TopCut, LeftCut, TopAndLeftCut
|
||||
} CardState;
|
||||
|
||||
typedef struct {
|
||||
uint8_t pip;
|
||||
uint8_t character;
|
||||
} Card;
|
||||
|
||||
typedef struct {
|
||||
Card cards[52 * DECK_COUNT];
|
||||
int index;
|
||||
} Deck;
|
||||
|
||||
void drawPlayerDeck(const Card cards[21], uint8_t count, Canvas *const canvas);
|
||||
|
||||
void drawCardAt(uint8_t pos_x, uint8_t pos_y, uint8_t pip, uint8_t character, CardState state, Canvas *const canvas);
|
||||
|
||||
void drawCardBackAt(uint8_t pos_x, uint8_t pos_y, Canvas *const canvas);
|
||||
|
||||
void generateDeck(Deck *deck_ptr);
|
||||
|
||||
void shuffleDeck(Deck *deck_ptr);
|
||||
|
||||
uint8_t handCount(const Card cards[21], uint8_t count);
|
||||
|
||||
#endif
|
||||
61
applications/plugins/blackjack/defines.h
Normal file
61
applications/plugins/blackjack/defines.h
Normal file
@@ -0,0 +1,61 @@
|
||||
#pragma once
|
||||
|
||||
#include <furi.h>
|
||||
#include <input/input.h>
|
||||
#include <gui/elements.h>
|
||||
#include "card.h"
|
||||
|
||||
#define ANIMATION_TIME furi_ms_to_ticks(1500)
|
||||
#define ANIMATION_END_MARGIN furi_ms_to_ticks(200)
|
||||
#define ROUND_PRICE 10
|
||||
|
||||
typedef enum {
|
||||
EventTypeTick,
|
||||
EventTypeKey,
|
||||
} EventType;
|
||||
|
||||
typedef struct {
|
||||
EventType type;
|
||||
InputEvent input;
|
||||
} AppEvent;
|
||||
|
||||
typedef enum {
|
||||
GameStateGameOver,
|
||||
GameStateStart,
|
||||
GameStatePlay,
|
||||
GameStateDealer,
|
||||
} PlayState;
|
||||
|
||||
typedef enum {
|
||||
DirectionUp,
|
||||
DirectionRight,
|
||||
DirectionDown,
|
||||
DirectionLeft,
|
||||
Select,
|
||||
None
|
||||
} Direction;
|
||||
|
||||
typedef struct {
|
||||
Card player_cards[21];
|
||||
Card dealer_cards[21];
|
||||
uint8_t player_card_count;
|
||||
uint8_t dealer_card_count;
|
||||
|
||||
Direction selectDirection;
|
||||
|
||||
uint32_t player_score;
|
||||
uint8_t multiplier;
|
||||
uint32_t bet;
|
||||
uint8_t player_time;
|
||||
bool doubled;
|
||||
bool animating;
|
||||
bool started;
|
||||
uint8_t selectedMenu;
|
||||
Deck deck;
|
||||
PlayState state;
|
||||
unsigned int last_tick;
|
||||
unsigned int animationStart;
|
||||
bool dealer_animating;
|
||||
unsigned int delay_tick;
|
||||
} GameState;
|
||||
|
||||
127
applications/plugins/blackjack/ui.c
Normal file
127
applications/plugins/blackjack/ui.c
Normal file
@@ -0,0 +1,127 @@
|
||||
#include "ui.h"
|
||||
#include "card.h"
|
||||
#include <math.h>
|
||||
#include "util.h"
|
||||
|
||||
const char MoneyMul[4] = {
|
||||
'K', 'B', 'T', 'S'
|
||||
};
|
||||
|
||||
void draw_player_scene(Canvas *const canvas, const GameState *game_state) {
|
||||
int max_card = game_state->player_card_count;
|
||||
|
||||
if (max_card > 0)
|
||||
drawPlayerDeck((game_state->player_cards), max_card, canvas);
|
||||
|
||||
drawCardBackAt(13, 5, canvas);
|
||||
|
||||
max_card = game_state->dealer_card_count;
|
||||
if (max_card > 1) {
|
||||
drawCardAt(2, 2, game_state->dealer_cards[1].pip, game_state->dealer_cards[1].character, Normal,
|
||||
canvas);
|
||||
}
|
||||
}
|
||||
|
||||
void draw_dealer_scene(Canvas *const canvas, const GameState *game_state) {
|
||||
uint8_t max_card = game_state->dealer_card_count;
|
||||
drawPlayerDeck((game_state->dealer_cards), max_card, canvas);
|
||||
}
|
||||
|
||||
void draw_card_animation(const GameState *game_state, Canvas *const canvas) {
|
||||
float t = (float) (furi_get_tick() - game_state->animationStart) / (ANIMATION_TIME - ANIMATION_END_MARGIN);
|
||||
t *= 2;
|
||||
Card animatingCard = game_state->deck.cards[game_state->deck.index];
|
||||
if (t > 1) {
|
||||
int cardY = round(lerp(-CARD_HEIGHT, 10, 1));
|
||||
drawCardAt(64 - CARD_HALF_WIDHT, cardY, animatingCard.pip,
|
||||
animatingCard.character, Normal, canvas);
|
||||
} else {
|
||||
int cardY = round(lerp(-CARD_HEIGHT, 10, t));
|
||||
drawCardAt(64 - CARD_HALF_WIDHT, cardY, animatingCard.pip,
|
||||
animatingCard.character, Normal, canvas);
|
||||
// drawCardBackAt(64 - CARD_HALF_WIDHT, cardY, canvas);
|
||||
}
|
||||
}
|
||||
|
||||
void popupFrame(Canvas *const canvas) {
|
||||
canvas_set_color(canvas, ColorWhite);
|
||||
canvas_draw_box(canvas, 32, 15, 66, 13);
|
||||
canvas_set_color(canvas, ColorBlack);
|
||||
canvas_draw_frame(canvas, 32, 15, 66, 13);
|
||||
canvas_set_font(canvas, FontSecondary);
|
||||
}
|
||||
|
||||
void draw_message_scene(Canvas *const canvas, const GameState *game_state) {
|
||||
switch (game_state->state) {
|
||||
case GameStateStart:
|
||||
canvas_set_font(canvas, FontPrimary);
|
||||
elements_multiline_text_aligned(canvas, 64, 5, AlignCenter, AlignTop, "Blackjack");
|
||||
canvas_set_font(canvas, FontSecondary);
|
||||
elements_multiline_text_aligned(canvas, 64, 24, AlignCenter, AlignTop, "Made by Doofy");
|
||||
elements_multiline_text_aligned(canvas, 64, 38, AlignCenter, AlignTop, "Press center button\nto start");
|
||||
break;
|
||||
case GameStateGameOver:
|
||||
canvas_set_font(canvas, FontPrimary);
|
||||
elements_multiline_text_aligned(canvas, 64, 5, AlignCenter, AlignTop, "Game Over");
|
||||
canvas_set_font(canvas, FontSecondary);
|
||||
elements_multiline_text_aligned(canvas, 64, 24, AlignCenter, AlignTop, "Press center button\nto start");
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void draw_play_menu(Canvas *const canvas, const GameState *game_state) {
|
||||
const char *menus[3] = {"Double", "Hit", "Stay"};
|
||||
for (uint8_t m = 0; m < 3; m++) {
|
||||
if (m == 0 && (game_state->doubled || game_state->player_score < ROUND_PRICE)) continue;
|
||||
int y = m * 13 + 25;
|
||||
canvas_set_color(canvas, ColorBlack);
|
||||
|
||||
if (game_state->selectedMenu == m) {
|
||||
canvas_set_color(canvas, ColorBlack);
|
||||
canvas_draw_box(canvas, 1, y, 31, 12);
|
||||
} else {
|
||||
canvas_set_color(canvas, ColorWhite);
|
||||
canvas_draw_box(canvas, 1, y, 31, 12);
|
||||
canvas_set_color(canvas, ColorBlack);
|
||||
canvas_draw_frame(canvas, 1, y, 31, 12);
|
||||
}
|
||||
|
||||
if (game_state->selectedMenu == m)
|
||||
canvas_set_color(canvas, ColorWhite);
|
||||
else
|
||||
canvas_set_color(canvas, ColorBlack);
|
||||
canvas_draw_str_aligned(canvas, 16, y + 6, AlignCenter, AlignCenter, menus[m]);
|
||||
}
|
||||
}
|
||||
|
||||
void draw_score(Canvas *const canvas, bool top, uint8_t amount) {
|
||||
char drawChar[20];
|
||||
snprintf(drawChar, sizeof(drawChar), "Player score: %i", amount);
|
||||
if (top)
|
||||
canvas_draw_str_aligned(canvas, 64, 2, AlignCenter, AlignTop, drawChar);
|
||||
else
|
||||
canvas_draw_str_aligned(canvas, 64, 62, AlignCenter, AlignBottom, drawChar);
|
||||
}
|
||||
|
||||
void draw_money(Canvas *const canvas, uint32_t score) {
|
||||
canvas_set_font(canvas, FontSecondary);
|
||||
char drawChar[10];
|
||||
uint32_t currAmount = score;
|
||||
if (currAmount < 1000) {
|
||||
snprintf(drawChar, sizeof(drawChar), "$%lu", currAmount);
|
||||
} else {
|
||||
char c = 'K';
|
||||
for (uint8_t i = 0; i < 4; i++) {
|
||||
currAmount = currAmount / 1000;
|
||||
if (currAmount < 1000) {
|
||||
c = MoneyMul[i];
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
snprintf(drawChar, sizeof(drawChar), "$%lu %c", currAmount, c);
|
||||
}
|
||||
canvas_draw_str_aligned(canvas, 126, 2, AlignRight, AlignTop, drawChar);
|
||||
}
|
||||
20
applications/plugins/blackjack/ui.h
Normal file
20
applications/plugins/blackjack/ui.h
Normal file
@@ -0,0 +1,20 @@
|
||||
#pragma once
|
||||
|
||||
#include "defines.h"
|
||||
#include <gui/gui.h>
|
||||
|
||||
void draw_player_scene(Canvas *const canvas, const GameState *game_state);
|
||||
|
||||
void draw_dealer_scene(Canvas *const canvas, const GameState *game_state);
|
||||
|
||||
void draw_message_scene(Canvas *const canvas, const GameState *game_state);
|
||||
|
||||
void draw_play_menu(Canvas *const canvas, const GameState *game_state);
|
||||
|
||||
void draw_score(Canvas *const canvas, bool top, uint8_t amount);
|
||||
|
||||
void draw_money(Canvas *const canvas, uint32_t score);
|
||||
|
||||
void draw_card_animation(const GameState *game_state, Canvas *const canvas);
|
||||
|
||||
void popupFrame(Canvas *const canvas);
|
||||
65
applications/plugins/blackjack/util.c
Normal file
65
applications/plugins/blackjack/util.c
Normal file
@@ -0,0 +1,65 @@
|
||||
#include "util.h"
|
||||
|
||||
static List *afterDelay;
|
||||
|
||||
float lerp(float v0, float v1, float t) {
|
||||
return (1 - t) * v0 + t * v1;
|
||||
}
|
||||
|
||||
void queue(GameState *game_state,
|
||||
void (*callback)(GameState *game_state),
|
||||
void (*start)(GameState *game_state),
|
||||
void (*processing)(const GameState *gameState, Canvas *const canvas)
|
||||
) {
|
||||
if (afterDelay == NULL) {
|
||||
game_state->animationStart = game_state->last_tick;
|
||||
afterDelay = malloc(sizeof(List));
|
||||
afterDelay->callback = callback;
|
||||
afterDelay->processing = processing;
|
||||
afterDelay->start = start;
|
||||
afterDelay->next = NULL;
|
||||
} else {
|
||||
List *next = afterDelay;
|
||||
while (next->next != NULL) { next = (List *) (next->next); }
|
||||
next->next = malloc(sizeof(List));
|
||||
((List *) next->next)->callback = callback;
|
||||
((List *) next->next)->processing = processing;
|
||||
((List *) next->next)->start = start;
|
||||
((List *) next->next)->next = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
void queue_clear() {
|
||||
while (afterDelay != NULL) {
|
||||
List *f = afterDelay;
|
||||
free(f);
|
||||
afterDelay = f->next;
|
||||
}
|
||||
}
|
||||
|
||||
void dequeue(GameState *game_state) {
|
||||
((List *) afterDelay)->callback(game_state);
|
||||
List *f = afterDelay;
|
||||
afterDelay = (List *) afterDelay->next;
|
||||
free(f);
|
||||
if (afterDelay != NULL && afterDelay->start != NULL)afterDelay->start(game_state);
|
||||
game_state->animationStart = game_state->last_tick;
|
||||
}
|
||||
|
||||
void animateQueue(const GameState *game_state, Canvas *const canvas) {
|
||||
if (afterDelay != NULL && ((List *) afterDelay)->processing != NULL) {
|
||||
((List *) afterDelay)->processing(game_state, canvas);
|
||||
}
|
||||
}
|
||||
|
||||
bool run_queue(GameState *game_state) {
|
||||
if (afterDelay != NULL) {
|
||||
game_state->animating = true;
|
||||
if ((game_state->last_tick - game_state->animationStart) > ANIMATION_TIME) {
|
||||
dequeue(game_state);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
game_state->animating = false;
|
||||
return false;
|
||||
}
|
||||
18
applications/plugins/blackjack/util.h
Normal file
18
applications/plugins/blackjack/util.h
Normal file
@@ -0,0 +1,18 @@
|
||||
#pragma once
|
||||
#include "defines.h"
|
||||
|
||||
typedef struct{
|
||||
void (*callback)(GameState *game_state);
|
||||
void (*processing)(const GameState *game_state, Canvas *const canvas);
|
||||
void (*start)(GameState *game_state);
|
||||
void *next;
|
||||
} List;
|
||||
|
||||
float lerp(float v0, float v1, float t);
|
||||
void queue(GameState *game_state,
|
||||
void (*callback)(GameState *game_state),
|
||||
void (*start)(GameState *game_state),
|
||||
void (*processing)(const GameState *gameState, Canvas *const canvas));
|
||||
bool run_queue(GameState *gameState);
|
||||
void animateQueue(const GameState *gameState, Canvas *const canvas);
|
||||
void queue_clear();
|
||||
Reference in New Issue
Block a user