Jetpack joyride and NFC Maker apps

This commit is contained in:
MX
2023-07-06 18:44:45 +03:00
parent f81f4edad3
commit 79bcd5a1c6
66 changed files with 2349 additions and 0 deletions

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#include <jetpack_joyride_icons.h>
#include "background_assets.h"
static AssetProperties assetProperties[BG_ASSETS_MAX] = {
{.width = 27, .spawn_chance = 1, .x_offset = 24, .y_offset = 36, .sprite = &I_door},
{.width = 12, .spawn_chance = 6, .x_offset = 33, .y_offset = 14, .sprite = &I_air_vent}};
void background_assets_tick(BackgroundAsset* const assets) {
// Move assets towards the player
for(int i = 0; i < BG_ASSETS_MAX; i++) {
if(assets[i].visible) {
assets[i].point.x -= 1; // move left by 2 units
if(assets[i].point.x <=
-assets[i].properties->width) { // if the asset is out of screen
assets[i].visible = false; // set asset x coordinate to 0 to mark it as "inactive"
}
}
}
}
void spawn_random_background_asset(BackgroundAsset* const assets) {
// Calculate the total spawn chances for all assets
int total_spawn_chance = 0;
for(int i = 0; i < BG_ASSETS_MAX; ++i) {
total_spawn_chance += assetProperties[i].spawn_chance;
}
// Generate a random number between 0 and total_spawn_chance
int random_number = rand() % total_spawn_chance;
// Select the asset based on the random number
int chosen_asset = -1;
int accumulated_chance = 0;
for(int i = 0; i < BG_ASSETS_MAX; ++i) {
accumulated_chance += assetProperties[i].spawn_chance;
if(random_number < accumulated_chance) {
chosen_asset = i;
break;
}
}
// If no asset is chosen, return
if(chosen_asset == -1) {
return;
}
// Look for an available slot for the chosen asset
for(int i = 0; i < BG_ASSETS_MAX; ++i) {
if(assets[i].visible == false) {
// Spawn the asset
assets[i].point.x = 127 + assetProperties[chosen_asset].x_offset;
assets[i].point.y = assetProperties[chosen_asset].y_offset;
assets[i].properties = &assetProperties[chosen_asset];
assets[i].visible = true;
break;
}
}
}
void draw_background_assets(const BackgroundAsset* assets, Canvas* const canvas, int distance) {
canvas_draw_box(canvas, 0, 6, 128, 1);
canvas_draw_box(canvas, 0, 56, 128, 2);
// Calculate the pillar offset based on the traveled distance
int pillar_offset = distance % 64;
// Draw pillars
for(int x = -pillar_offset; x < 128; x += 64) {
canvas_draw_icon(canvas, x, 6, &I_pillar);
}
// Draw assets
for(int i = 0; i < BG_ASSETS_MAX; ++i) {
if(assets[i].visible) {
canvas_set_color(canvas, ColorBlack);
canvas_draw_icon(
canvas, assets[i].point.x, assets[i].point.y, assets[i].properties->sprite);
}
}
}

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#ifndef BACKGROUND_ASSETS_H
#define BACKGROUND_ASSETS_H
#include <stdlib.h>
#include <stdbool.h>
#include <gui/gui.h>
#include "point.h"
#include "states.h"
#include "game_sprites.h"
#include <jetpack_joyride_icons.h>
#define BG_ASSETS_MAX 3
typedef struct {
int width;
int spawn_chance;
int x_offset;
int y_offset;
const Icon* sprite;
} AssetProperties;
typedef struct {
POINT point;
AssetProperties* properties;
bool visible;
} BackgroundAsset;
void background_assets_tick(BackgroundAsset* const assets);
void spawn_random_background_asset(BackgroundAsset* const assets);
void draw_background_assets(const BackgroundAsset* assets, Canvas* const canvas, int distance);
#endif // BACKGROUND_ASSETS_H

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#include "barry.h"
#include "game_sprites.h"
#include <gui/gui.h>
#include <furi.h>
void barry_tick(BARRY* const barry) {
// Do jetpack things
if(barry->isBoosting) {
barry->gravity += GRAVITY_BOOST; // Increase upward momentum
} else {
barry->gravity += GRAVITY_FALL; // Increase downward momentum faster
}
barry->point.y += barry->gravity;
// Constrain barry's height within sprite_height and 64 - sprite_height
if(barry->point.y > (64 - BARRY_HEIGHT)) {
barry->point.y = 64 - BARRY_HEIGHT;
barry->gravity = 0; // stop upward momentum
} else if(barry->point.y < 0) {
barry->point.y = 0;
barry->gravity = 0; // stop downward momentum
}
}
void draw_barry(const BARRY* barry, Canvas* const canvas, const GameSprites* sprites) {
canvas_set_color(canvas, ColorBlack);
canvas_draw_icon_animation(canvas, barry->point.x, barry->point.y, sprites->barry);
canvas_set_color(canvas, ColorWhite);
canvas_draw_icon(canvas, barry->point.x, barry->point.y, sprites->barry_infill);
}

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#ifndef BARRY_H
#define BARRY_H
#include <stdbool.h>
#include <gui/gui.h>
#include "point.h"
#include "game_sprites.h"
#define GRAVITY_TICK 0.2
#define GRAVITY_BOOST -0.4
#define GRAVITY_FALL 0.3
typedef struct {
float gravity;
POINT point;
bool isBoosting;
} BARRY;
void barry_tick(BARRY* const barry);
void draw_barry(const BARRY* barry, Canvas* const canvas, const GameSprites* sprites);
#endif // BARRY_H

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#include <stdlib.h>
#include <stdbool.h>
#include <jetpack_joyride_icons.h>
#include <gui/gui.h>
#include "coin.h"
#include "barry.h"
#define PATTERN_MAX_HEIGHT 40
// Patterns
const COIN_PATTERN coin_patterns[] = {
{// Square pattern
.count = 9,
.coins = {{0, 0}, {8, 0}, {16, 0}, {0, 8}, {8, 8}, {16, 8}, {0, 16}, {8, 16}, {16, 16}}},
{// Wavy pattern (approximate sine wave)
.count = 8,
.coins = {{0, 8}, {8, 16}, {16, 24}, {24, 16}, {32, 8}, {40, 0}, {48, 8}, {56, 16}}},
{// Diagonal pattern
.count = 5,
.coins = {{0, 0}, {8, 8}, {16, 16}, {24, 24}, {32, 32}}},
// Add more patterns here
};
void coin_tick(COIN* const coins, BARRY* const barry, int* const total_coins) {
// Move coins towards the player
for(int i = 0; i < COINS_MAX; i++) {
if(coin_colides(&coins[i], barry)) {
coins[i].point.x = 0; // Remove the coin
(*total_coins)++;
}
if(coins[i].point.x > 0) {
coins[i].point.x -= 1; // move left by 1 unit
if(coins[i].point.x < -COIN_WIDTH) { // if the coin is out of screen
coins[i].point.x = 0; // set coin x coordinate to 0 to mark it as "inactive"
}
}
}
}
bool coin_colides(COIN* const coin, BARRY* const barry) {
return !(
barry->point.x > coin->point.x + COIN_WIDTH || // Barry is to the right of the coin
barry->point.x + BARRY_WIDTH < coin->point.x || // Barry is to the left of the coin
barry->point.y > coin->point.y + COIN_WIDTH || // Barry is below the coin
barry->point.y + BARRY_HEIGHT < coin->point.y); // Barry is above the coin
}
void spawn_random_coin(COIN* const coins) {
// Select a random pattern
int pattern_index = rand() % (sizeof(coin_patterns) / sizeof(coin_patterns[0]));
const COIN_PATTERN* pattern = &coin_patterns[pattern_index];
// Count available slots for new coins
int available_slots = 0;
for(int i = 0; i < COINS_MAX; ++i) {
if(coins[i].point.x <= 0) {
++available_slots;
}
}
// If there aren't enough slots, return without spawning coins
if(available_slots < pattern->count) return;
// Spawn coins according to the selected pattern
int coin_index = 0;
int random_offset = rand() % (SCREEN_HEIGHT - PATTERN_MAX_HEIGHT);
int random_offset_x = rand() % 16;
for(int i = 0; i < pattern->count; ++i) {
// Find an available slot for a new coin
while(coins[coin_index].point.x > 0 && coin_index < COINS_MAX) {
++coin_index;
}
// If no slot is available, stop spawning coins
if(coin_index == COINS_MAX) break;
// Spawn the coin
coins[coin_index].point.x = SCREEN_WIDTH - 1 + pattern->coins[i].x + random_offset_x;
coins[coin_index].point.y =
random_offset +
pattern->coins[i]
.y; // The pattern is spawned at a random y position, but not too close to the screen edge
}
}
void draw_coins(const COIN* coins, Canvas* const canvas, const GameSprites* sprites) {
canvas_set_color(canvas, ColorBlack);
for(int i = 0; i < COINS_MAX; ++i) {
if(coins[i].point.x > 0) {
canvas_set_color(canvas, ColorBlack);
canvas_draw_icon(canvas, coins[i].point.x, coins[i].point.y, sprites->coin);
canvas_set_color(canvas, ColorWhite);
canvas_draw_icon(canvas, coins[i].point.x, coins[i].point.y, sprites->coin_infill);
}
}
}

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#ifndef COIN_H
#define COIN_H
#include <gui/gui.h>
#include "point.h"
#include "barry.h"
#define COINS_MAX 15
typedef struct {
float gravity;
POINT point;
} COIN;
typedef struct {
int count;
POINT coins[COINS_MAX];
} COIN_PATTERN;
void coin_tick(COIN* const coins, BARRY* const barry, int* const poins);
void spawn_random_coin(COIN* const coins);
bool coin_colides(COIN* const coin, BARRY* const barry);
void draw_coins(const COIN* coins, Canvas* const canvas, const GameSprites* sprites);
#endif // COIN_H

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#ifndef GAME_SPRITES_H
#define GAME_SPRITES_H
#include "point.h"
#include <gui/icon_animation.h>
#define SCREEN_WIDTH 128
#define SCREEN_HEIGHT 64
#define BARRY_WIDTH 11
#define BARRY_HEIGHT 15
#define MISSILE_WIDTH 26
#define MISSILE_HEIGHT 12
#define SCIENTIST_WIDTH 9
#define SCIENTIST_HEIGHT 14
#define COIN_WIDTH 7
typedef struct {
IconAnimation* barry;
const Icon* barry_infill;
const Icon* scientist_left;
const Icon* scientist_left_infill;
const Icon* scientist_right;
const Icon* scientist_right_infill;
const Icon* coin;
const Icon* coin_infill;
IconAnimation* missile;
IconAnimation* alert;
const Icon* missile_infill;
} GameSprites;
#endif // GAME_SPRITES_H

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#include "game_state.h"
void game_state_tick(GameState* const game_state) {
game_state->distance++;
}

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#ifndef GAMESTATE_H
#define GAMESTATE_H
#include <gui/icon_animation.h>
#include <furi.h>
#include "barry.h"
#include "scientist.h"
#include "coin.h"
#include "particle.h"
#include "game_sprites.h"
#include "states.h"
#include "missile.h"
#include "background_assets.h"
typedef struct {
int total_coins;
int distance;
bool new_highscore;
BARRY barry;
COIN coins[COINS_MAX];
PARTICLE particles[PARTICLES_MAX];
SCIENTIST scientists[SCIENTISTS_MAX];
MISSILE missiles[MISSILES_MAX];
BackgroundAsset bg_assets[BG_ASSETS_MAX];
State state;
GameSprites sprites;
FuriMutex* mutex;
FuriTimer* timer;
void (*death_handler)();
} GameState;
void game_state_tick(GameState* const game_state);
#endif // GAMESTATE_H

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#include <stdlib.h>
#include <stdbool.h>
#include <jetpack_joyride_icons.h>
#include <gui/gui.h>
#include "states.h"
#include "game_sprites.h"
#include "missile.h"
#include "barry.h"
void missile_tick(MISSILE* const missiles, BARRY* const barry, void (*death_handler)()) {
// Move missiles towards the player
for(int i = 0; i < MISSILES_MAX; i++) {
if(missiles[i].visible && missile_colides(&missiles[i], barry)) {
death_handler();
}
if(missiles[i].visible) {
missiles[i].point.x -= 2; // move left by 2 units
if(missiles[i].point.x < -MISSILE_WIDTH) { // if the missile is out of screen
missiles[i].visible = false; // set missile as "inactive"
}
}
}
}
void spawn_random_missile(MISSILE* const missiles) {
// Check for an available slot for a new missile
for(int i = 0; i < MISSILES_MAX; ++i) {
if(!missiles[i].visible) {
missiles[i].point.x = 2 * SCREEN_WIDTH;
missiles[i].point.y = rand() % (SCREEN_HEIGHT - MISSILE_HEIGHT);
missiles[i].visible = true;
break;
}
}
}
void draw_missiles(const MISSILE* missiles, Canvas* const canvas, const GameSprites* sprites) {
for(int i = 0; i < MISSILES_MAX; ++i) {
if(missiles[i].visible) {
canvas_set_color(canvas, ColorBlack);
if(missiles[i].point.x > 128) {
canvas_draw_icon_animation(
canvas, SCREEN_WIDTH - 7, missiles[i].point.y, sprites->alert);
} else {
canvas_draw_icon_animation(
canvas, missiles[i].point.x, missiles[i].point.y, sprites->missile);
canvas_set_color(canvas, ColorWhite);
canvas_draw_icon(
canvas, missiles[i].point.x, missiles[i].point.y, sprites->missile_infill);
}
}
}
}
bool missile_colides(MISSILE* const missile, BARRY* const barry) {
return !(
barry->point.x >
missile->point.x + MISSILE_WIDTH - 14 || // Barry is to the right of the missile
barry->point.x + BARRY_WIDTH - 3 <
missile->point.x || // Barry is to the left of the missile
barry->point.y > missile->point.y + MISSILE_HEIGHT || // Barry is below the missile
barry->point.y + BARRY_HEIGHT < missile->point.y); // Barry is above the missile
}
int get_rocket_spawn_distance(int player_distance) {
// Define the start and end points for rocket spawn distance
int start_distance = 256;
int end_distance = 24;
// Define the maximum player distance at which the spawn distance should be at its minimum
int max_player_distance = 5000; // Adjust this value based on your game's difficulty curve
if(player_distance >= max_player_distance) {
return end_distance;
}
// Calculate the linear interpolation factor
float t = (float)player_distance / max_player_distance;
// Interpolate the rocket spawn distance
return start_distance + t * (end_distance - start_distance);
}

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#ifndef MISSILE_H
#define MISSILE_H
#include <gui/gui.h>
#include "game_sprites.h"
#include "states.h"
#include "point.h"
#include "barry.h"
#define MISSILES_MAX 5
typedef struct {
POINT point;
bool visible;
} MISSILE;
void missile_tick(MISSILE* const missiles, BARRY* const barry, void (*death_handler)());
void spawn_random_missile(MISSILE* const MISSILEs);
bool missile_colides(MISSILE* const MISSILE, BARRY* const barry);
int get_rocket_spawn_distance(int player_distance);
void draw_missiles(const MISSILE* missiles, Canvas* const canvas, const GameSprites* sprites);
#endif // MISSILE_H

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#include <stdlib.h>
#include "particle.h"
#include "scientist.h"
#include "barry.h"
void particle_tick(PARTICLE* const particles, SCIENTIST* const scientists) {
// Move particles
for(int i = 0; i < PARTICLES_MAX; i++) {
if(particles[i].point.y > 0) {
particles[i].point.y += PARTICLE_VELOCITY;
// Check collision with scientists
for(int j = 0; j < SCIENTISTS_MAX; j++) {
if(scientists[j].state == ScientistStateAlive && scientists[j].point.x > 0) {
// Check whether the particle lies within the scientist's bounding box
if(!(particles[i].point.x > scientists[j].point.x + SCIENTIST_WIDTH ||
particles[i].point.x < scientists[j].point.x ||
particles[i].point.y > scientists[j].point.y + SCIENTIST_HEIGHT ||
particles[i].point.y < scientists[j].point.y)) {
scientists[j].state = ScientistStateDead;
// (*points) += 2; // Increase the score by 2
}
}
}
if(particles[i].point.x < 0 || particles[i].point.x > SCREEN_WIDTH ||
particles[i].point.y < 0 || particles[i].point.y > SCREEN_HEIGHT) {
particles[i].point.y = 0;
}
}
}
}
void spawn_random_particles(PARTICLE* const particles, BARRY* const barry) {
for(int i = 0; i < PARTICLES_MAX; i++) {
if(particles[i].point.y <= 0) {
particles[i].point.x = barry->point.x + (rand() % 4);
particles[i].point.y = barry->point.y + 14;
break;
}
}
}
void draw_particles(const PARTICLE* particles, Canvas* const canvas) {
canvas_set_color(canvas, ColorBlack);
for(int i = 0; i < PARTICLES_MAX; i++) {
if(particles[i].point.y > 0) {
canvas_draw_line(
canvas,
particles[i].point.x,
particles[i].point.y,
particles[i].point.x,
particles[i].point.y + 3);
}
}
}

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#ifndef PARTICLE_H
#define PARTICLE_H
#include "point.h"
#include "scientist.h"
#include "barry.h"
#define PARTICLES_MAX 50
#define PARTICLE_VELOCITY 2
typedef struct {
POINT point;
} PARTICLE;
void particle_tick(PARTICLE* const particles, SCIENTIST* const scientists);
void spawn_random_particles(PARTICLE* const particles, BARRY* const barry);
void draw_particles(const PARTICLE* particles, Canvas* const canvas);
#endif // PARTICLE_H

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#ifndef POINT_H
#define POINT_H
typedef struct {
int x;
int y;
} POINT;
typedef struct {
float x;
float y;
} POINTF;
#endif // POINT_H

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#include "scientist.h"
#include "game_sprites.h"
#include <jetpack_joyride_icons.h>
#include <gui/gui.h>
void scientist_tick(SCIENTIST* const scientists) {
for(int i = 0; i < SCIENTISTS_MAX; i++) {
if(scientists[i].visible) {
if(scientists[i].point.x < 64) scientists[i].velocity_x = 0.5f;
scientists[i].point.x -= scientists[i].state == ScientistStateAlive ?
1 - scientists[i].velocity_x :
1; // move based on velocity_x
int width = (scientists[i].state == ScientistStateAlive) ? SCIENTIST_WIDTH :
SCIENTIST_HEIGHT;
if(scientists[i].point.x <= -width) { // if the scientist is out of screen
scientists[i].visible = false;
}
}
}
}
void spawn_random_scientist(SCIENTIST* const scientists) {
float velocities[] = {-0.5f, 0.0f, 0.5f, -1.0f};
// Check for an available slot for a new scientist
for(int i = 0; i < SCIENTISTS_MAX; ++i) {
if(!scientists[i].visible &&
(rand() % 1000) < 10) { // Spawn rate is less frequent than coins
scientists[i].state = ScientistStateAlive;
scientists[i].point.x = 127;
scientists[i].point.y = 49;
scientists[i].velocity_x = velocities[rand() % 4];
scientists[i].visible = true;
break;
}
}
}
void draw_scientists(const SCIENTIST* scientists, Canvas* const canvas, const GameSprites* sprites) {
for(int i = 0; i < SCIENTISTS_MAX; ++i) {
if(scientists[i].visible) {
canvas_set_color(canvas, ColorBlack);
if(scientists[i].state == ScientistStateAlive) {
canvas_draw_icon(
canvas,
(int)scientists[i].point.x,
scientists[i].point.y,
scientists[i].velocity_x >= 0 ? sprites->scientist_right :
sprites->scientist_left);
canvas_set_color(canvas, ColorWhite);
canvas_draw_icon(
canvas,
(int)scientists[i].point.x,
scientists[i].point.y,
scientists[i].velocity_x >= 0 ? sprites->scientist_right_infill :
sprites->scientist_left_infill);
} else {
canvas_set_color(canvas, ColorBlack);
canvas_draw_icon(
canvas,
(int)scientists[i].point.x,
scientists[i].point.y + 5,
&I_dead_scientist);
canvas_set_color(canvas, ColorWhite);
canvas_draw_icon(
canvas,
(int)scientists[i].point.x,
scientists[i].point.y + 5,
&I_dead_scientist_infill);
}
}
}
}

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#ifndef SCIENTIST_H
#define SCIENTIST_H
#include "point.h"
#include "game_sprites.h"
#include <gui/gui.h>
#define SCIENTIST_VELOCITY_MIN -0.5f
#define SCIENTIST_VELOCITY_MAX 0.5f
#define SCIENTISTS_MAX 6
typedef enum {
ScientistStateAlive,
ScientistStateDead,
} ScientistState;
typedef struct {
bool visible;
POINTF point;
float velocity_x;
ScientistState state;
} SCIENTIST;
void scientist_tick(SCIENTIST* const scientist);
void spawn_random_scientist(SCIENTIST* const scientists);
void draw_scientists(const SCIENTIST* scientists, Canvas* const canvas, const GameSprites* sprites);
#endif // SCIENTIST_H

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#ifndef STATE_H
#define STATE_H
typedef enum {
GameStateLife,
GameStateGameOver,
} State;
#endif // STATE_H