unleashed-firmware/applications/plugins/flappy_bird/flappy_bird.c

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#include <stdlib.h>
#include <FlappyBird_icons.h>
#include <furi.h>
#include <gui/gui.h>
#include <gui/icon_animation_i.h>
#include <input/input.h>
#include <dolphin/dolphin.h>
#define TAG "Flappy"
#define DEBUG false
#define FLAPPY_BIRD_HEIGHT 15
#define FLAPPY_BIRD_WIDTH 10
#define FLAPPY_PILAR_MAX 6
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#define FLAPPY_PILAR_DIST 35
#define FLAPPY_GAB_HEIGHT 25
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#define FLAPPY_GAB_WIDTH 10
#define FLAPPY_GRAVITY_JUMP -1.1
#define FLAPPY_GRAVITY_TICK 0.15
#define FLIPPER_LCD_WIDTH 128
#define FLIPPER_LCD_HEIGHT 64
typedef enum {
EventTypeTick,
EventTypeKey,
} EventType;
typedef struct {
int x;
int y;
} POINT;
typedef struct {
float gravity;
POINT point;
IconAnimation* sprite;
} BIRD;
typedef struct {
POINT point;
int height;
int visible;
bool passed;
} PILAR;
typedef enum {
GameStateLife,
GameStateGameOver,
} State;
typedef struct {
BIRD bird;
int points;
int pilars_count;
PILAR pilars[FLAPPY_PILAR_MAX];
bool debug;
State state;
} GameState;
typedef struct {
EventType type;
InputEvent input;
} GameEvent;
typedef enum {
DirectionUp,
DirectionRight,
DirectionDown,
DirectionLeft,
} Direction;
static void flappy_game_random_pilar(GameState* const game_state) {
PILAR pilar;
pilar.passed = false;
pilar.visible = 1;
pilar.height = random() % (FLIPPER_LCD_HEIGHT - FLAPPY_GAB_HEIGHT) + 1;
pilar.point.y = 0;
pilar.point.x = FLIPPER_LCD_WIDTH + FLAPPY_GAB_WIDTH + 1;
game_state->pilars_count++;
game_state->pilars[game_state->pilars_count % FLAPPY_PILAR_MAX] = pilar;
}
static void flappy_game_state_init(GameState* const game_state) {
BIRD bird;
bird.gravity = 0.0f;
bird.point.x = 15;
bird.point.y = 32;
bird.sprite = icon_animation_alloc(&A_bird);
game_state->debug = DEBUG;
game_state->bird = bird;
game_state->pilars_count = 0;
game_state->points = 0;
game_state->state = GameStateLife;
memset(game_state->pilars, 0, sizeof(game_state->pilars));
flappy_game_random_pilar(game_state);
}
static void flappy_game_state_free(GameState* const game_state) {
icon_animation_free(game_state->bird.sprite);
free(game_state);
}
static void flappy_game_tick(GameState* const game_state) {
if(game_state->state == GameStateLife) {
if(!game_state->debug) {
game_state->bird.gravity += FLAPPY_GRAVITY_TICK;
game_state->bird.point.y += game_state->bird.gravity;
}
// Checking the location of the last respawned pilar.
PILAR* pilar = &game_state->pilars[game_state->pilars_count % FLAPPY_PILAR_MAX];
if(pilar->point.x == (FLIPPER_LCD_WIDTH - FLAPPY_PILAR_DIST))
flappy_game_random_pilar(game_state);
// Updating the position/status of the pilars (visiblity, posotion, game points)
// | | | | |
// | | | | |
// |__| | |__|
// _____X | X_____
// | | | | | // [Pos + Width of pilar] >= [Bird Pos]
// |_____| | |_____|
// X <----> | X <->
// Bird Pos + Lenght of the bird] >= [Pilar]
for(int i = 0; i < FLAPPY_PILAR_MAX; i++) {
PILAR* pilar = &game_state->pilars[i];
if(pilar != NULL && pilar->visible && game_state->state == GameStateLife) {
pilar->point.x--;
if(game_state->bird.point.x >= pilar->point.x + FLAPPY_GAB_WIDTH &&
pilar->passed == false) {
pilar->passed = true;
game_state->points++;
}
if(pilar->point.x < -FLAPPY_GAB_WIDTH) pilar->visible = 0;
if(game_state->bird.point.y <= 0 - FLAPPY_BIRD_WIDTH) {
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game_state->bird.point.y = 64;
}
if(game_state->bird.point.y > 64 - FLAPPY_BIRD_WIDTH) {
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game_state->bird.point.y = FLIPPER_LCD_HEIGHT - FLAPPY_BIRD_WIDTH;
}
// Bird inbetween pipes
if((game_state->bird.point.x + FLAPPY_BIRD_HEIGHT >= pilar->point.x) &&
(game_state->bird.point.x <= pilar->point.x + FLAPPY_GAB_WIDTH)) {
// Bird below Bottom Pipe
if(game_state->bird.point.y + FLAPPY_BIRD_WIDTH - 2 >=
pilar->height + FLAPPY_GAB_HEIGHT) {
game_state->state = GameStateGameOver;
break;
}
// Bird above Upper Pipe
if(game_state->bird.point.y < pilar->height) {
game_state->state = GameStateGameOver;
break;
}
}
}
}
}
}
static void flappy_game_flap(GameState* const game_state) {
game_state->bird.gravity = FLAPPY_GRAVITY_JUMP;
}
static void flappy_game_render_callback(Canvas* const canvas, void* ctx) {
const GameState* game_state = acquire_mutex((ValueMutex*)ctx, 25);
if(game_state == NULL) {
return;
}
canvas_draw_frame(canvas, 0, 0, 128, 64);
if(game_state->state == GameStateLife) {
// Pilars
for(int i = 0; i < FLAPPY_PILAR_MAX; i++) {
const PILAR* pilar = &game_state->pilars[i];
if(pilar != NULL && pilar->visible == 1) {
canvas_draw_frame(
canvas, pilar->point.x, pilar->point.y, FLAPPY_GAB_WIDTH, pilar->height);
canvas_draw_frame(
canvas, pilar->point.x + 1, pilar->point.y, FLAPPY_GAB_WIDTH, pilar->height);
canvas_draw_frame(
canvas,
pilar->point.x + 2,
pilar->point.y,
FLAPPY_GAB_WIDTH - 1,
pilar->height);
canvas_draw_frame(
canvas,
pilar->point.x,
pilar->point.y + pilar->height + FLAPPY_GAB_HEIGHT,
FLAPPY_GAB_WIDTH,
FLIPPER_LCD_HEIGHT - pilar->height - FLAPPY_GAB_HEIGHT);
canvas_draw_frame(
canvas,
pilar->point.x + 1,
pilar->point.y + pilar->height + FLAPPY_GAB_HEIGHT,
FLAPPY_GAB_WIDTH - 1,
FLIPPER_LCD_HEIGHT - pilar->height - FLAPPY_GAB_HEIGHT);
canvas_draw_frame(
canvas,
pilar->point.x + 2,
pilar->point.y + pilar->height + FLAPPY_GAB_HEIGHT,
FLAPPY_GAB_WIDTH - 1,
FLIPPER_LCD_HEIGHT - pilar->height - FLAPPY_GAB_HEIGHT);
}
}
// Switch animation
game_state->bird.sprite->frame = 1;
if(game_state->bird.gravity < -0.5)
game_state->bird.sprite->frame = 0;
else if(game_state->bird.gravity > 0.5)
game_state->bird.sprite->frame = 2;
canvas_draw_icon_animation(
canvas, game_state->bird.point.x, game_state->bird.point.y, game_state->bird.sprite);
canvas_set_font(canvas, FontSecondary);
char buffer[12];
snprintf(buffer, sizeof(buffer), "Score: %u", game_state->points);
canvas_draw_str_aligned(canvas, 100, 12, AlignCenter, AlignBottom, buffer);
if(game_state->debug) {
char coordinates[20];
snprintf(coordinates, sizeof(coordinates), "Y: %u", game_state->bird.point.y);
canvas_draw_str_aligned(canvas, 1, 12, AlignCenter, AlignBottom, coordinates);
}
}
if(game_state->state == GameStateGameOver) {
// Screen is 128x64 px
canvas_set_color(canvas, ColorWhite);
canvas_draw_box(canvas, 34, 20, 62, 24);
canvas_set_color(canvas, ColorBlack);
canvas_draw_frame(canvas, 34, 20, 62, 24);
canvas_set_font(canvas, FontPrimary);
canvas_draw_str(canvas, 37, 31, "Game Over");
canvas_set_font(canvas, FontSecondary);
char buffer[12];
snprintf(buffer, sizeof(buffer), "Score: %u", game_state->points);
canvas_draw_str_aligned(canvas, 64, 41, AlignCenter, AlignBottom, buffer);
}
release_mutex((ValueMutex*)ctx, game_state);
}
static void flappy_game_input_callback(InputEvent* input_event, FuriMessageQueue* event_queue) {
furi_assert(event_queue);
GameEvent event = {.type = EventTypeKey, .input = *input_event};
furi_message_queue_put(event_queue, &event, FuriWaitForever);
}
static void flappy_game_update_timer_callback(FuriMessageQueue* event_queue) {
furi_assert(event_queue);
GameEvent event = {.type = EventTypeTick};
furi_message_queue_put(event_queue, &event, 0);
}
int32_t flappy_game_app(void* p) {
UNUSED(p);
int32_t return_code = 0;
FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(GameEvent));
GameState* game_state = malloc(sizeof(GameState));
flappy_game_state_init(game_state);
ValueMutex state_mutex;
if(!init_mutex(&state_mutex, game_state, sizeof(GameState))) {
FURI_LOG_E(TAG, "cannot create mutex\r\n");
return_code = 255;
goto free_and_exit;
}
// Set system callbacks
ViewPort* view_port = view_port_alloc();
view_port_draw_callback_set(view_port, flappy_game_render_callback, &state_mutex);
view_port_input_callback_set(view_port, flappy_game_input_callback, event_queue);
FuriTimer* timer =
furi_timer_alloc(flappy_game_update_timer_callback, FuriTimerTypePeriodic, event_queue);
furi_timer_start(timer, furi_kernel_get_tick_frequency() / 25);
// Open GUI and register view_port
Gui* gui = furi_record_open(RECORD_GUI);
gui_add_view_port(gui, view_port, GuiLayerFullscreen);
// Call dolphin deed on game start
DOLPHIN_DEED(DolphinDeedPluginGameStart);
GameEvent event;
for(bool processing = true; processing;) {
FuriStatus event_status = furi_message_queue_get(event_queue, &event, 100);
GameState* game_state = (GameState*)acquire_mutex_block(&state_mutex);
if(event_status == FuriStatusOk) {
// press events
if(event.type == EventTypeKey) {
if(event.input.type == InputTypePress) {
switch(event.input.key) {
case InputKeyUp:
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if(game_state->state == GameStateLife) {
flappy_game_flap(game_state);
}
break;
case InputKeyDown:
break;
case InputKeyRight:
break;
case InputKeyLeft:
break;
case InputKeyOk:
if(game_state->state == GameStateGameOver) {
flappy_game_state_init(game_state);
}
if(game_state->state == GameStateLife) {
flappy_game_flap(game_state);
}
break;
case InputKeyBack:
processing = false;
break;
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default:
break;
}
}
} else if(event.type == EventTypeTick) {
flappy_game_tick(game_state);
}
}
view_port_update(view_port);
release_mutex(&state_mutex, game_state);
}
furi_timer_free(timer);
view_port_enabled_set(view_port, false);
gui_remove_view_port(gui, view_port);
furi_record_close(RECORD_GUI);
view_port_free(view_port);
delete_mutex(&state_mutex);
free_and_exit:
flappy_game_state_free(game_state);
furi_message_queue_free(event_queue);
return return_code;
}