mirror of
https://github.com/Next-Flip/Momentum-Firmware.git
synced 2026-04-26 03:39:58 -07:00
351 lines
11 KiB
C
351 lines
11 KiB
C
// Game "Reversi" for Flipper Zero
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// Copyright 2023 Dmitry Matyukhin
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#include <stdio.h>
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#include <furi.h>
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#include <gui/gui.h>
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#include <input/input.h>
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#include <storage/storage.h>
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#include "reversi.h"
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#define FRAME_LEFT 3
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#define FRAME_TOP 3
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#define FRAME_CELL_SIZE 7
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#define SAVING_FILENAME APP_DATA_PATH("game_reversi.save")
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typedef enum { AppScreenGame, AppScreenMenu } AppScreen;
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typedef struct {
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GameState game;
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AppScreen screen;
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uint8_t selected_menu_item;
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FuriMutex* mutex;
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} AppState;
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#define MENU_ITEMS_COUNT 2
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static const char* popup_menu_strings[] = {"Resume", "New Game"};
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static void draw_menu(Canvas* const canvas, const AppState* app_state);
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static void gray_canvas(Canvas* const canvas);
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static void input_callback(InputEvent* input_event, void* ctx) {
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furi_assert(ctx);
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FuriMessageQueue* event_queue = ctx;
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furi_message_queue_put(event_queue, input_event, FuriWaitForever);
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}
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static void draw_callback(Canvas* const canvas, void* ctx) {
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furi_assert(ctx);
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const AppState* app_state = ctx;
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furi_mutex_acquire(app_state->mutex, FuriWaitForever);
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const GameState* game_state = &app_state->game;
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canvas_clear(canvas);
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canvas_set_color(canvas, ColorBlack);
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for(uint8_t i = 0; i <= BOARD_SIZE; i++) {
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canvas_draw_line(
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canvas,
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FRAME_LEFT + FRAME_CELL_SIZE * i,
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FRAME_TOP,
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FRAME_LEFT + FRAME_CELL_SIZE * i,
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FRAME_TOP + FRAME_CELL_SIZE * BOARD_SIZE);
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canvas_draw_line(
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canvas,
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FRAME_LEFT,
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FRAME_TOP + FRAME_CELL_SIZE * i,
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FRAME_LEFT + FRAME_CELL_SIZE * BOARD_SIZE,
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FRAME_TOP + FRAME_CELL_SIZE * i);
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}
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//
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// draw cursor
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canvas_set_color(canvas, ColorWhite);
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canvas_draw_frame(
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canvas,
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FRAME_LEFT + FRAME_CELL_SIZE * game_state->cursor_x,
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FRAME_TOP + FRAME_CELL_SIZE * game_state->cursor_y,
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FRAME_CELL_SIZE + 1,
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FRAME_CELL_SIZE + 1);
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canvas_set_color(canvas, ColorBlack);
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// draw pieces
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int blacks = 0, whites = 0;
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const int radius = FRAME_CELL_SIZE >> 1;
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for(uint8_t i = 0; i < BOARD_SIZE; i++) {
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for(uint8_t j = 0; j < BOARD_SIZE; j++) {
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if(!game_state->board[i][j]) {
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continue;
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}
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if(game_state->board[i][j] == BLACK) {
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canvas_draw_disc(
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canvas,
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FRAME_LEFT + FRAME_CELL_SIZE * i + radius + 1,
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FRAME_TOP + FRAME_CELL_SIZE * j + radius + 1,
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radius);
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blacks++;
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} else {
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canvas_draw_circle(
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canvas,
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FRAME_LEFT + FRAME_CELL_SIZE * i + radius + 1,
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FRAME_TOP + FRAME_CELL_SIZE * j + radius + 1,
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radius);
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whites++;
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}
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}
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}
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canvas_set_font(canvas, FontPrimary);
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// draw score
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char score_str[25];
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memset(score_str, 0, sizeof(score_str));
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snprintf(score_str, sizeof(score_str), "%d - %d", whites, blacks);
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canvas_draw_str_aligned(canvas, 70, 3, AlignLeft, AlignTop, score_str);
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canvas_set_font(canvas, FontSecondary);
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if(game_state->is_game_over) {
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canvas_draw_str_aligned(canvas, 70, 20, AlignLeft, AlignTop, "Game over");
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canvas_draw_str_aligned(
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canvas,
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70,
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FRAME_TOP + FRAME_CELL_SIZE * BOARD_SIZE,
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AlignLeft,
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AlignBottom,
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"Press OK");
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canvas_set_font(canvas, FontPrimary);
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if(whites == blacks) {
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canvas_draw_str_aligned(canvas, 70, 30, AlignLeft, AlignTop, "DRAW");
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} else if(
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((game_state->human_color == WHITE) && whites > blacks) ||
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((game_state->human_color == BLACK) && blacks > whites)) {
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canvas_draw_str_aligned(canvas, 70, 30, AlignLeft, AlignTop, "YOU WIN");
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} else {
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canvas_draw_str_aligned(canvas, 70, 30, AlignLeft, AlignTop, "YOU LOSE");
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}
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} else if(game_state->current_player == game_state->human_color) {
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canvas_draw_str_aligned(canvas, 70, 12, AlignLeft, AlignTop, "Your turn");
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} else {
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canvas_draw_str_aligned(canvas, 70, 12, AlignLeft, AlignTop, "Computer turn");
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}
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if(app_state->screen == AppScreenMenu) {
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draw_menu(canvas, app_state);
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}
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furi_mutex_release(app_state->mutex);
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}
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static void draw_menu(Canvas* const canvas, const AppState* app_state) {
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gray_canvas(canvas);
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canvas_set_color(canvas, ColorWhite);
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canvas_draw_rbox(canvas, 28, 16, 72, 32, 4);
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canvas_set_color(canvas, ColorBlack);
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canvas_draw_rframe(canvas, 28, 16, 72, 32, 4);
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for(int i = 0; i < MENU_ITEMS_COUNT; i++) {
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if(i == app_state->selected_menu_item) {
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canvas_set_color(canvas, ColorBlack);
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canvas_draw_box(canvas, 34, 20 + 12 * i, 60, 12);
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}
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canvas_set_color(canvas, i == app_state->selected_menu_item ? ColorWhite : ColorBlack);
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canvas_draw_str_aligned(
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canvas, 64, 26 + 12 * i, AlignCenter, AlignCenter, popup_menu_strings[i]);
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}
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}
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static void gray_canvas(Canvas* const canvas) {
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canvas_set_color(canvas, ColorWhite);
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for(int x = 0; x < 128; x += 2) {
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for(int y = 0; y < 64; y++) {
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canvas_draw_dot(canvas, x + (y % 2 == 1 ? 0 : 1), y);
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}
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}
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}
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bool load_game(GameState* game_state) {
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Storage* storage = furi_record_open(RECORD_STORAGE);
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storage_common_migrate(storage, EXT_PATH("apps/Games/game_reversi.save"), SAVING_FILENAME);
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File* file = storage_file_alloc(storage);
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uint16_t bytes_readed = 0;
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if(storage_file_open(file, SAVING_FILENAME, FSAM_READ, FSOM_OPEN_EXISTING)) {
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bytes_readed = storage_file_read(file, game_state, sizeof(GameState));
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}
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storage_file_close(file);
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storage_file_free(file);
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furi_record_close(RECORD_STORAGE);
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return bytes_readed == sizeof(GameState);
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}
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void save_game(const GameState* game_state) {
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Storage* storage = furi_record_open(RECORD_STORAGE);
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File* file = storage_file_alloc(storage);
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if(storage_file_open(file, SAVING_FILENAME, FSAM_WRITE, FSOM_CREATE_ALWAYS)) {
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storage_file_write(file, game_state, sizeof(GameState));
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}
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storage_file_close(file);
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storage_file_free(file);
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furi_record_close(RECORD_STORAGE);
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}
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bool handle_key_game(GameState* game_state, InputKey key) {
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switch(key) {
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case InputKeyBack:
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save_game(game_state);
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return false;
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break;
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case InputKeyOk:
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if(game_state->is_game_over) {
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init_game(game_state);
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save_game(game_state);
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} else {
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human_move(game_state);
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}
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break;
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case InputKeyUp:
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if(game_state->cursor_y > 0) {
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game_state->cursor_y--;
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} else {
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game_state->cursor_y = BOARD_SIZE - 1;
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}
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break;
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case InputKeyDown:
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if(game_state->cursor_y < BOARD_SIZE - 1) {
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game_state->cursor_y++;
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} else {
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game_state->cursor_y = 0;
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}
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break;
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case InputKeyLeft:
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if(game_state->cursor_x > 0) {
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game_state->cursor_x--;
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} else {
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game_state->cursor_x = BOARD_SIZE - 1;
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}
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break;
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case InputKeyRight:
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if(game_state->cursor_x < BOARD_SIZE - 1) {
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game_state->cursor_x++;
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} else {
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game_state->cursor_x = 0;
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}
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break;
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default:
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break;
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}
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return true;
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}
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bool handle_key_menu(AppState* app_state, InputKey key) {
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switch(key) {
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case InputKeyUp:
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if(app_state->selected_menu_item > 0) {
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app_state->selected_menu_item--;
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}
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break;
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case InputKeyDown:
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if(app_state->selected_menu_item < MENU_ITEMS_COUNT - 1) {
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app_state->selected_menu_item++;
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}
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break;
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case InputKeyOk:
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if(app_state->selected_menu_item == 1) {
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// new game
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init_game(&app_state->game);
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save_game(&app_state->game);
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}
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app_state->screen = AppScreenGame;
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break;
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default:
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break;
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}
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return true;
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}
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// returns `true` if the event loop should keep going
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bool handle_key(AppState* app_state, InputKey key) {
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GameState* game_state = &app_state->game;
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switch(app_state->screen) {
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case AppScreenGame:
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return handle_key_game(game_state, key);
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break;
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case AppScreenMenu:
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return handle_key_menu(app_state, key);
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break;
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}
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return true;
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}
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int32_t game_reversi_app() {
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AppState app_state;
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app_state.screen = AppScreenGame;
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if(!load_game(&app_state.game)) {
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init_game(&app_state.game);
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}
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app_state.mutex = furi_mutex_alloc(FuriMutexTypeNormal);
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if(!app_state.mutex) {
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return 255;
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}
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InputEvent input;
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FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(InputEvent));
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ViewPort* view_port = view_port_alloc();
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view_port_draw_callback_set(view_port, draw_callback, &app_state);
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view_port_input_callback_set(view_port, input_callback, event_queue);
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Gui* gui = furi_record_open(RECORD_GUI);
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gui_add_view_port(gui, view_port, GuiLayerFullscreen);
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bool is_finished = false;
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while(!is_finished) {
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// check if it's computer's turn
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if(!app_state.game.is_game_over &&
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(app_state.game.current_player != app_state.game.human_color)) {
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computer_move(&app_state.game);
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}
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FuriStatus event_status = furi_message_queue_get(event_queue, &input, FuriWaitForever);
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if(event_status == FuriStatusOk) {
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// handle only press event, ignore repeat/release events
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if(input.type == InputTypeLong && input.key == InputKeyOk &&
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app_state.screen == AppScreenGame) {
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furi_mutex_acquire(app_state.mutex, FuriWaitForever);
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app_state.selected_menu_item = 0;
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app_state.screen = AppScreenMenu;
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view_port_update(view_port);
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furi_mutex_release(app_state.mutex);
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continue;
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}
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if(input.type != InputTypePress) continue;
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furi_mutex_acquire(app_state.mutex, FuriWaitForever);
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is_finished = !handle_key(&app_state, input.key);
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view_port_update(view_port);
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furi_mutex_release(app_state.mutex);
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}
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}
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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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furi_message_queue_free(event_queue);
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furi_mutex_free(app_state.mutex);
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return 0;
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}
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