diff --git a/applications/plugins/snake_game/helpers/snake_types.h b/applications/plugins/snake_game/helpers/snake_types.h new file mode 100644 index 000000000..da3638970 --- /dev/null +++ b/applications/plugins/snake_game/helpers/snake_types.h @@ -0,0 +1,49 @@ +#pragma once + +#include + +typedef struct { + // +-----x + // | + // | + // y + uint8_t x; + uint8_t y; +} Point; + +typedef enum { + GameStateLife, + + // 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 + // in the highest speed levels. I wanted the highest level to be as fast as I could + // possibly make the device "run," but on the other hand, I wanted to be friendly + // and help the player manage that level. Otherwise it might not be fun to play. So + // I implemented a little delay. A few milliseconds of extra time right before + // the player crashes, during which she can still change the directions. And if + // she does, the game continues. + GameStateLastChance, + + GameStateGameOver, +} GameState; + +// Note: do not change without purpose. Current values are used in smart +// orthogonality calculation in `snake_game_get_turn_snake`. +typedef enum { + DirectionUp, + DirectionRight, + DirectionDown, + DirectionLeft, +} Direction; + +#define MAX_SNAKE_LEN 253 + +typedef struct { + Point points[MAX_SNAKE_LEN]; + uint16_t len; + Direction currentMovement; + Direction nextMovement; // if backward of currentMovement, ignore + Point fruit; + GameState state; +} SnakeState; diff --git a/applications/plugins/snake_game/snake_game.c b/applications/plugins/snake_game/snake_game.c index 283d017ed..fdd87b504 100644 --- a/applications/plugins/snake_game/snake_game.c +++ b/applications/plugins/snake_game/snake_game.c @@ -1,3 +1,5 @@ +#include "helpers/snake_types.h" + #include #include #include @@ -6,52 +8,6 @@ #include #include -typedef struct { - // +-----x - // | - // | - // y - uint8_t x; - uint8_t y; -} Point; - -typedef enum { - GameStateLife, - - // 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 - // in the highest speed levels. I wanted the highest level to be as fast as I could - // possibly make the device "run," but on the other hand, I wanted to be friendly - // and help the player manage that level. Otherwise it might not be fun to play. So - // I implemented a little delay. A few milliseconds of extra time right before - // the player crashes, during which she can still change the directions. And if - // she does, the game continues. - GameStateLastChance, - - GameStateGameOver, -} GameState; - -// Note: do not change without purpose. Current values are used in smart -// orthogonality calculation in `snake_game_get_turn_snake`. -typedef enum { - DirectionUp, - DirectionRight, - DirectionDown, - DirectionLeft, -} Direction; - -#define MAX_SNAKE_LEN 253 - -typedef struct { - Point points[MAX_SNAKE_LEN]; - uint16_t len; - Direction currentMovement; - Direction nextMovement; // if backward of currentMovement, ignore - Point fruit; - GameState state; -} SnakeState; - typedef enum { EventTypeTick, EventTypeKey,