mirror of
https://github.com/Next-Flip/Momentum-Firmware.git
synced 2026-04-26 03:39:58 -07:00
662 lines
21 KiB
C
662 lines
21 KiB
C
#include <furi.h>
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#include <furi_hal.h>
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#include <storage/storage.h>
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#include <gui/gui.h>
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#include <gui/elements.h>
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#include <gui/icon.h>
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#include <input/input.h>
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#include <notification/notification.h>
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#include <notification/notification_messages.h>
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#include <stdbool.h> // Header-file for boolean data-type.
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#include <stdio.h>
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#include <string.h>
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/* generated by fbt from .png files in images folder */
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#include <simon_says_icons.h>
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#include <assets_icons.h>
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#define TAG "Simon" // Used for logging
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#define DEBUG_MSG 1
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#define SCREEN_XRES 128
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#define SCREEN_YRES 64
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#define BOARD_X 72 // Used for board placement
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#define BOARD_Y 8
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#define GAME_START_LIVES 3
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#define SAVING_FILENAME APP_DATA_PATH("game_simon_says.save")
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// Define Notes
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// Shamelessly stolen from Ocarina application
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// https://github.com/invalidna-me/flipperzero-ocarina
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#define NOTE_UP 587.33f
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#define NOTE_LEFT 493.88f
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#define NOTE_RIGHT 440.00f
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#define NOTE_DOWN 349.23
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#define NOTE_OK 293.66f
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/* ============================ Data structures ============================= */
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typedef enum game_state { preloading, mainMenu, inGame, gameOver, gameVictory } game_state;
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typedef enum difficulty_mode { normal, hard } difficulty_mode;
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typedef enum shape_names { up, down, left, right, number_of_shapes } Direction;
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typedef enum currently_playing { simon, player } currently_playing;
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typedef struct {
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/* Game state. */
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enum game_state gameState; // This is the current game state
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bool gameover; /* if true then switch to the game over state */
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bool is_wrong_direction; /* Is the last direction wrong? */
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enum currently_playing activePlayer; // This is used to track who is playing at the moment
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uint32_t lives; /* Number of lives in the current game. */
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enum difficulty_mode difficultyMode; // This is the difficulty mode for the current game
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bool sound_enabled; // This is the sound enabled flag for the current game
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float volume; // This is the volume for the current game
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/* Handle Score */
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int currentScore; // This is the score for the current
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int highScore; /* Highscore. Shown on Game Over Screen */
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bool is_new_highscore; /* Is the last score a new highscore? */
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/* Handle Shape Display */
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uint32_t numberOfMillisecondsBeforeShapeDisappears; // This defines the speed of the game
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enum shape_names simonMoves[1000]; // Store the sequence of shapes that Simon plays
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enum shape_names selectedShape; // This is used to track the shape that the player has selected
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bool set_board_neutral; // This is used to track if the board should be neutral or not
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int moveIndex; // This is used to track the current move in the sequence
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uint32_t last_button_press_tick;
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NotificationApp* notification;
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FuriMutex* mutex;
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} SimonData;
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/* ============================== Sequences ============================== */
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const NotificationSequence sequence_wrong_move = {
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&message_red_255,
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&message_vibro_on,
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// &message_note_g5, // Play sound but currently disabled
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&message_delay_25,
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// &message_note_e5,
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&message_vibro_off,
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&message_sound_off,
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NULL,
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};
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const NotificationSequence sequence_player_submit_move = {
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&message_vibro_on,
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// &message_note_g5, // Play sound but currently disabled. Need On/Off menu setting
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&message_delay_10,
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&message_delay_1,
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&message_delay_1,
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&message_delay_1,
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&message_delay_1,
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&message_delay_1,
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// &message_note_e5,
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&message_vibro_off,
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&message_sound_off,
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NULL,
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};
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const NotificationSequence sequence_up = {
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// &message_vibro_on,
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&message_note_g4,
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&message_delay_100,
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// &message_vibro_off,
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&message_sound_off,
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NULL,
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};
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const NotificationSequence sequence_down = {
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// &message_vibro_on,
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&message_note_c3,
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&message_delay_100,
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// &message_vibro_off,
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&message_sound_off,
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NULL,
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};
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const NotificationSequence sequence_left = {
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// &message_vibro_on,
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&message_note_e3,
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&message_delay_100,
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// &message_vibro_off,
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&message_sound_off,
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NULL,
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};
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const NotificationSequence sequence_right = {
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// &message_vibro_on,
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&message_note_g3,
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&message_delay_100,
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// &message_vibro_off,
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&message_sound_off,
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NULL,
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};
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// Indicate that it's Simon's turn
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const NotificationSequence sequence_simon_is_playing = {
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&message_red_255,
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&message_do_not_reset,
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NULL,
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};
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// Indicate that it's the Player's turn
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const NotificationSequence sequence_player_is_playing = {
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&message_red_0,
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&message_do_not_reset,
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NULL,
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};
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const NotificationSequence sequence_cleanup = {
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&message_red_0,
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&message_green_0,
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&message_blue_0,
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&message_sound_off,
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&message_vibro_off,
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NULL,
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};
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/* ============================ 2D drawing ================================== */
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/* Display remaining lives in the center of the board */
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void draw_remaining_lives(Canvas* canvas, const SimonData* simon_state) {
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// Convert score to string
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// int length = snprintf(NULL, 0, "%lu", simon_state->lives);
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// char* str_lives_remaining = malloc(length + 1);
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// snprintf(str_lives_remaining, length + 1, "%lu", simon_state->lives);
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// TODO: Make it a Simon Says icon on top right
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canvas_set_color(canvas, ColorBlack);
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canvas_set_font(canvas, FontSecondary);
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int x = SCREEN_XRES - 6;
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int lives = simon_state->lives;
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while(lives--) {
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canvas_draw_str(canvas, x, 8, "*");
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x -= 7;
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}
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}
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void draw_current_score(Canvas* canvas, const SimonData* simon_data) {
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/* Draw Game Score. */
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canvas_set_color(canvas, ColorXOR);
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canvas_set_font(canvas, FontSecondary);
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char str_score[32];
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snprintf(str_score, sizeof(str_score), "%i", simon_data->currentScore);
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canvas_draw_str_aligned(canvas, SCREEN_XRES / 2 + 4, 2, AlignCenter, AlignTop, str_score);
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}
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void play_sound_up(const SimonData* app) {
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if(furi_hal_speaker_is_mine() || furi_hal_speaker_acquire(30)) {
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furi_hal_speaker_start(NOTE_UP, app->volume);
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}
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}
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void play_sound_down(const SimonData* app) {
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if(furi_hal_speaker_is_mine() || furi_hal_speaker_acquire(30)) {
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furi_hal_speaker_start(NOTE_DOWN, app->volume);
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}
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}
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void play_sound_left(const SimonData* app) {
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if(furi_hal_speaker_is_mine() || furi_hal_speaker_acquire(30)) {
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furi_hal_speaker_start(NOTE_LEFT, app->volume);
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}
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}
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void play_sound_right(const SimonData* app) {
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if(furi_hal_speaker_is_mine() || furi_hal_speaker_acquire(30)) {
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furi_hal_speaker_start(NOTE_RIGHT, app->volume);
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}
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}
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void stop_sound() {
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if(furi_hal_speaker_is_mine()) {
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furi_hal_speaker_stop();
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furi_hal_speaker_release();
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}
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}
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/* Main Render Function */
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void simon_draw_callback(Canvas* canvas, void* ctx) {
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furi_assert(ctx);
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const SimonData* simon_state = ctx;
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furi_mutex_acquire(simon_state->mutex, FuriWaitForever);
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canvas_clear(canvas);
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// ######################### Main Menu #########################
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// Show Main Menu
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if(simon_state->gameState == mainMenu) {
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// Draw border frame
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canvas_draw_frame(canvas, 1, 1, SCREEN_XRES - 1, SCREEN_YRES - 1); // Border
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// Draw Simon text banner
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canvas_set_font(canvas, FontSecondary);
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canvas_set_color(canvas, ColorBlack);
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canvas_draw_str_aligned(
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canvas,
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SCREEN_XRES / 2,
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SCREEN_YRES / 2 - 4,
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AlignCenter,
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AlignCenter,
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"Welcome to Simon Says");
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// Display Press OK to start below title
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canvas_set_color(canvas, ColorXOR);
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canvas_draw_str_aligned(
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canvas,
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SCREEN_XRES / 2,
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SCREEN_YRES / 2 + 10,
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AlignCenter,
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AlignCenter,
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"Press OK to start");
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}
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// ######################### in Game #########################
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//@todo Render Callback
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// We're in an active game
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if(simon_state->gameState == inGame) {
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// Draw Current Score
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draw_current_score(canvas, simon_state);
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// Draw Lives
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draw_remaining_lives(canvas, simon_state);
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// Draw Simon Pose
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if(simon_state->activePlayer == player) {
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// Player's turn
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canvas_draw_icon(canvas, 0, 4, &I_DolphinWait_61x59);
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} else {
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// Simon's turn
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canvas_draw_icon(canvas, 0, 4, &I_DolphinTalking_59x63);
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}
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if(simon_state->set_board_neutral) {
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// Draw Neutral Board
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canvas_draw_icon(canvas, BOARD_X, BOARD_Y, &I_board); // Draw Board
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// Stop Sound TODO: Move this to a better place
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//@todo Sound
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stop_sound();
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} else {
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switch(simon_state->selectedShape) {
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case up:
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canvas_draw_icon(canvas, BOARD_X, BOARD_Y, &I_up); // Draw Up
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play_sound_up(simon_state);
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break;
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case down:
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canvas_draw_icon(canvas, BOARD_X, BOARD_Y, &I_down); // Draw Down
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play_sound_down(simon_state);
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break;
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case left:
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canvas_draw_icon(canvas, BOARD_X, BOARD_Y, &I_left); // Draw Left
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play_sound_left(simon_state);
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break;
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case right:
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canvas_draw_icon(canvas, BOARD_X, BOARD_Y, &I_right); // Draw Right
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play_sound_right(simon_state);
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break;
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default:
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if(DEBUG_MSG)
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FURI_LOG_E(
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TAG, "Invalid shape: %d", simon_state->simonMoves[simon_state->moveIndex]);
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break;
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}
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}
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}
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// ######################### Game Over #########################
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if(simon_state->gameState == gameOver) {
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stop_sound(); //TODO: Make a game over sequence
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canvas_set_color(canvas, ColorXOR);
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canvas_set_font(canvas, FontPrimary);
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// TODO: if new highscore, display blinking "New High Score"
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// Display High Score Text
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if(simon_state->is_new_highscore) {
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canvas_draw_str_aligned(
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canvas, SCREEN_XRES / 2, 6, AlignCenter, AlignTop, "New High Score!");
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} else {
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canvas_draw_str_aligned(
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canvas, SCREEN_XRES / 2, 6, AlignCenter, AlignTop, "High Score");
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}
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// Convert highscore to string
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int length = snprintf(NULL, 0, "%i", simon_state->highScore);
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char* str_high_score = malloc(length + 1);
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snprintf(str_high_score, length + 1, "%i", simon_state->highScore);
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// Display High Score
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canvas_draw_str_aligned(
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canvas, SCREEN_XRES / 2, 22, AlignCenter, AlignCenter, str_high_score);
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free(str_high_score);
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// Display Game Over
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canvas_draw_str_aligned(
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canvas, SCREEN_XRES / 2, SCREEN_YRES / 2 + 2, AlignCenter, AlignCenter, "GAME OVER");
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// Display Press OK to restart below title
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canvas_set_font(canvas, FontSecondary);
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canvas_draw_str_aligned(
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canvas,
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SCREEN_XRES / 2,
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SCREEN_YRES / 2 + 15,
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AlignCenter,
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AlignCenter,
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"Press OK to restart");
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}
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// ######################### Victory #########################
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//Player Beat Simon beyond limit! A word record holder here!
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//TODO
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//release the mutex
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furi_mutex_release(simon_state->mutex);
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}
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/* ======================== Input Handling ============================== */
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void simon_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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/* ======================== Simon Game Engine ======================== */
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bool load_game(SimonData* app) {
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Storage* storage = furi_record_open(RECORD_STORAGE);
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storage_common_migrate(storage, EXT_PATH("apps/Games/game_simon_says.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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if(storage_file_size(file) > sizeof(SimonData)) {
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storage_simply_remove(storage, SAVING_FILENAME);
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FURI_LOG_E(
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TAG, "Error: file is larger than the data structure! The file has been deleted.");
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} else {
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bytes_readed = storage_file_read(file, app, sizeof(SimonData));
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}
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storage_file_close(file);
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storage_file_free(file);
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}
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furi_record_close(RECORD_STORAGE);
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return bytes_readed == sizeof(SimonData);
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}
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void save_game(SimonData* app) {
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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, app, sizeof(SimonData));
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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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int getRandomIntInRange(int lower, int upper) {
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return (rand() % (upper - lower + 1)) + lower;
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}
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void play_sound_sequence_correct() {
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notification_message(furi_record_open(RECORD_NOTIFICATION), &sequence_success);
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}
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void play_sound_wrong_move() {
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//TODO: play wrong sound: Try sequence_audiovisual_alert
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notification_message(furi_record_open(RECORD_NOTIFICATION), &sequence_error);
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}
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/* Restart game and give player a chance to try again on same sequence */
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// @todo restartGame
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void resetGame(SimonData* app) {
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app->moveIndex = 0;
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app->numberOfMillisecondsBeforeShapeDisappears = 500;
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app->activePlayer = simon;
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app->is_wrong_direction = false;
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app->last_button_press_tick = 0;
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app->set_board_neutral = true;
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app->activePlayer = simon;
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}
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/* Set gameover state */
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void game_over(SimonData* app) {
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if(app->is_new_highscore) save_game(app); // Save highscore but only on change
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app->gameover = true;
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app->lives = GAME_START_LIVES; // Show 3 lives in game over screen to match new game start
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app->gameState = gameOver;
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}
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/* Called after gameover to restart the game. This function
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* also calls restart_game(). */
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void restart_game_after_gameover(SimonData* app) {
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app->volume = 1.0f; //TODO: make this a setting
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app->gameState = inGame;
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app->gameover = false;
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app->currentScore = 0;
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app->is_new_highscore = false;
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app->lives = GAME_START_LIVES;
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app->simonMoves[0] = rand() % number_of_shapes;
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resetGame(app);
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}
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void addNewSimonMove(int addAtIndex, SimonData* app) {
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app->simonMoves[addAtIndex] = getRandomIntInRange(0, 3);
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}
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void startNewRound(SimonData* app) {
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addNewSimonMove(app->currentScore, app);
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app->moveIndex = 0;
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app->activePlayer = simon;
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}
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void onPlayerAnsweredCorrect(SimonData* app) {
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app->moveIndex++;
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}
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void onPlayerAnsweredWrong(SimonData* app) {
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if(app->lives > 0) {
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app->lives--;
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// Play the wrong sound
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if(app->sound_enabled) {
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play_sound_wrong_move();
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}
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resetGame(app);
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} else {
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// The player has no lives left
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// Game over
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game_over(app);
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//TODO: Play unique game over sound
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}
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}
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bool isRoundComplete(SimonData* app) {
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return app->moveIndex == app->currentScore;
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}
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enum shape_names getCurrentSimonMove(SimonData* app) {
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return app->simonMoves[app->moveIndex];
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}
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void onPlayerSelectedShapeCallback(enum shape_names shape, SimonData* app) {
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if(shape == getCurrentSimonMove(app)) {
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onPlayerAnsweredCorrect(app);
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} else {
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onPlayerAnsweredWrong(app);
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}
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}
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//@todo gametick
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void game_tick(SimonData* simon_state) {
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if(simon_state->gameState == inGame) {
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if(simon_state->activePlayer == simon) {
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// ############### Simon Turn ###############
|
|
notification_message(simon_state->notification, &sequence_simon_is_playing);
|
|
|
|
//@todo Gameplay
|
|
if(simon_state->set_board_neutral) {
|
|
if(simon_state->moveIndex < simon_state->currentScore) {
|
|
simon_state->selectedShape = getCurrentSimonMove(simon_state);
|
|
simon_state->set_board_neutral = false;
|
|
simon_state->moveIndex++;
|
|
} else {
|
|
simon_state->activePlayer = player;
|
|
simon_state->set_board_neutral = true;
|
|
simon_state->moveIndex = 0;
|
|
}
|
|
} else {
|
|
simon_state->set_board_neutral = true;
|
|
}
|
|
} else {
|
|
// ############### Player Turn ###############
|
|
notification_message(simon_state->notification, &sequence_player_is_playing);
|
|
|
|
// It's Player's Turn
|
|
if(isRoundComplete(simon_state)) {
|
|
simon_state->activePlayer = simon;
|
|
simon_state->currentScore++;
|
|
// app->numberOfMillisecondsBeforeShapeDisappears -= 50;
|
|
//TODO: Hacky way of handling highscore by subtracting 1 to account for the first move
|
|
if(simon_state->currentScore - 1 > simon_state->highScore) {
|
|
simon_state->highScore = simon_state->currentScore - 1;
|
|
simon_state->is_new_highscore = true;
|
|
}
|
|
if(simon_state->sound_enabled) {
|
|
play_sound_sequence_correct();
|
|
}
|
|
startNewRound(simon_state);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* ======================== Main Entry Point ============================== */
|
|
|
|
int32_t simon_says_app_entry(void* p) {
|
|
UNUSED(p);
|
|
FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(InputEvent));
|
|
|
|
SimonData* simon_state = malloc(sizeof(SimonData));
|
|
|
|
simon_state->mutex = furi_mutex_alloc(FuriMutexTypeNormal);
|
|
if(!simon_state->mutex) {
|
|
FURI_LOG_E(TAG, "cannot create mutex\r\n");
|
|
free(simon_state);
|
|
return -1;
|
|
}
|
|
|
|
// Configure view port
|
|
ViewPort* view_port = view_port_alloc();
|
|
view_port_draw_callback_set(view_port, simon_draw_callback, simon_state);
|
|
view_port_input_callback_set(view_port, simon_input_callback, event_queue);
|
|
|
|
// Register view port in GUI
|
|
Gui* gui = furi_record_open(RECORD_GUI);
|
|
gui_add_view_port(gui, view_port, GuiLayerFullscreen);
|
|
|
|
NotificationApp* notification = furi_record_open(RECORD_NOTIFICATION);
|
|
simon_state->notification = notification;
|
|
|
|
InputEvent input;
|
|
|
|
// Show Main Menu Screen
|
|
//load_game(simon_state);
|
|
restart_game_after_gameover(simon_state);
|
|
simon_state->gameState = mainMenu;
|
|
|
|
while(true) {
|
|
game_tick(simon_state);
|
|
|
|
FuriStatus q_status = furi_message_queue_get(
|
|
event_queue, &input, simon_state->numberOfMillisecondsBeforeShapeDisappears);
|
|
furi_mutex_acquire(simon_state->mutex, FuriWaitForever);
|
|
|
|
if(q_status == FuriStatusOk) {
|
|
//FURI_LOG_D(TAG, "Got input event: %d", input.key);
|
|
//break out of the loop if the back key is pressed
|
|
if(input.key == InputKeyBack && input.type == InputTypeLong) {
|
|
// Save high score before quitting
|
|
//if(simon_state->is_new_highscore) {
|
|
// save_game(simon_state);
|
|
//}
|
|
break;
|
|
}
|
|
|
|
//@todo Set Game States
|
|
if(input.key == InputKeyOk && simon_state->gameState != inGame) {
|
|
restart_game_after_gameover(simon_state);
|
|
// Set Simon Board state
|
|
startNewRound(simon_state);
|
|
view_port_update(view_port);
|
|
}
|
|
|
|
// Keep LED on if it is Simon's turn
|
|
if(simon_state->activePlayer == player) {
|
|
notification_message(notification, &sequence_player_is_playing);
|
|
|
|
if(input.type == InputTypePress) {
|
|
simon_state->set_board_neutral = false;
|
|
|
|
switch(input.key) {
|
|
case InputKeyUp:
|
|
simon_state->selectedShape = up;
|
|
onPlayerSelectedShapeCallback(up, simon_state);
|
|
break;
|
|
case InputKeyDown:
|
|
simon_state->selectedShape = down;
|
|
onPlayerSelectedShapeCallback(down, simon_state);
|
|
break;
|
|
case InputKeyLeft:
|
|
simon_state->selectedShape = left;
|
|
onPlayerSelectedShapeCallback(left, simon_state);
|
|
break;
|
|
case InputKeyRight:
|
|
simon_state->selectedShape = right;
|
|
onPlayerSelectedShapeCallback(right, simon_state);
|
|
break;
|
|
default:
|
|
simon_state->set_board_neutral = true;
|
|
break;
|
|
}
|
|
} else {
|
|
//FURI_LOG_D(TAG, "Input type is not short");
|
|
simon_state->set_board_neutral = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
// @todo Animation Loop for debug
|
|
// if(simon_state->gameState == inGame && simon_state->activePlayer == simon) {
|
|
// simon_state->currentScore++;
|
|
// simon_state->set_board_neutral = !simon_state->set_board_neutral;
|
|
// }
|
|
|
|
view_port_update(view_port);
|
|
furi_mutex_release(simon_state->mutex);
|
|
}
|
|
|
|
stop_sound();
|
|
notification_message(notification, &sequence_cleanup);
|
|
gui_remove_view_port(gui, view_port);
|
|
view_port_free(view_port);
|
|
furi_message_queue_free(event_queue);
|
|
furi_mutex_free(simon_state->mutex);
|
|
furi_record_close(RECORD_NOTIFICATION);
|
|
furi_record_close(RECORD_GUI);
|
|
free(simon_state);
|
|
|
|
return 0;
|
|
}
|