mirror of
https://github.com/DarkFlippers/unleashed-firmware
synced 2024-12-21 10:13:10 +00:00
594 lines
17 KiB
C
594 lines
17 KiB
C
|
//
|
|||
|
// Created by moh on 30.11.2021.
|
|||
|
//
|
|||
|
// Ported to latest firmware by @xMasterX - 18 Oct 2022
|
|||
|
//
|
|||
|
|
|||
|
#include <string.h>
|
|||
|
|
|||
|
#include "hede_assets.h"
|
|||
|
#include "heap_defence_icons.h"
|
|||
|
|
|||
|
#include <furi.h>
|
|||
|
#include <gui/gui.h>
|
|||
|
#include <input/input.h>
|
|||
|
#include <notification/notification.h>
|
|||
|
#include <notification/notification_messages.h>
|
|||
|
#include <gui/canvas_i.h>
|
|||
|
|
|||
|
#define Y_FIELD_SIZE 6
|
|||
|
#define Y_LAST (Y_FIELD_SIZE - 1)
|
|||
|
#define X_FIELD_SIZE 12
|
|||
|
#define X_LAST (X_FIELD_SIZE - 1)
|
|||
|
|
|||
|
#define DRAW_X_OFFSET 4
|
|||
|
|
|||
|
#define TAG "HeDe"
|
|||
|
|
|||
|
#define BOX_HEIGHT 10
|
|||
|
#define BOX_WIDTH 10
|
|||
|
#define TIMER_UPDATE_FREQ 8
|
|||
|
#define BOX_GENERATION_RATE 15
|
|||
|
|
|||
|
static IconAnimation* BOX_DESTROYED;
|
|||
|
static const Icon* boxes[] = {
|
|||
|
(Icon*)&A_HD_BoxDestroyed_10x10,
|
|||
|
&I_Box1_10x10,
|
|||
|
&I_Box2_10x10,
|
|||
|
&I_Box3_10x10,
|
|||
|
&I_Box4_10x10,
|
|||
|
&I_Box5_10x10};
|
|||
|
|
|||
|
static uint8_t BOX_TEXTURE_COUNT = sizeof(boxes) / sizeof(Icon*);
|
|||
|
|
|||
|
typedef enum {
|
|||
|
AnimationGameOver = 0,
|
|||
|
AnimationPause,
|
|||
|
AnimationLeft,
|
|||
|
AnimationRight,
|
|||
|
} Animations;
|
|||
|
|
|||
|
static IconAnimation* animations[4];
|
|||
|
|
|||
|
typedef u_int8_t byte;
|
|||
|
|
|||
|
typedef enum {
|
|||
|
GameStatusVibro = 1 << 0,
|
|||
|
GameStatusInProgress = 1 << 1,
|
|||
|
} GameStatuses;
|
|||
|
|
|||
|
typedef struct {
|
|||
|
uint8_t x;
|
|||
|
uint8_t y;
|
|||
|
} Position;
|
|||
|
|
|||
|
typedef enum { PlayerRising = 1, PlayerFalling = -1, PlayerNothing = 0 } PlayerStates;
|
|||
|
|
|||
|
typedef struct {
|
|||
|
Position p;
|
|||
|
int8_t x_direction;
|
|||
|
int8_t j_tick;
|
|||
|
int8_t h_tick;
|
|||
|
int8_t states;
|
|||
|
bool right_frame;
|
|||
|
} Person;
|
|||
|
|
|||
|
typedef struct {
|
|||
|
uint8_t offset : 4;
|
|||
|
uint8_t box_id : 3;
|
|||
|
uint8_t exists : 1;
|
|||
|
} Box;
|
|||
|
|
|||
|
static const uint8_t ROW_BYTE_SIZE = sizeof(Box) * X_FIELD_SIZE;
|
|||
|
|
|||
|
typedef struct {
|
|||
|
Box** field;
|
|||
|
Person* person;
|
|||
|
Animations animation;
|
|||
|
GameStatuses game_status;
|
|||
|
} GameState;
|
|||
|
|
|||
|
typedef Box** Field;
|
|||
|
|
|||
|
typedef enum { EventGameTick, EventKeyPress } EventType;
|
|||
|
|
|||
|
typedef struct {
|
|||
|
EventType type;
|
|||
|
InputEvent input;
|
|||
|
} GameEvent;
|
|||
|
|
|||
|
/**
|
|||
|
* #Construct / Destroy
|
|||
|
*/
|
|||
|
|
|||
|
static void game_reset_field_and_player(GameState* game) {
|
|||
|
///Reset field
|
|||
|
bzero(game->field[0], X_FIELD_SIZE * Y_FIELD_SIZE * sizeof(Box));
|
|||
|
|
|||
|
///Reset person
|
|||
|
bzero(game->person, sizeof(Person));
|
|||
|
game->person->p.x = X_FIELD_SIZE / 2;
|
|||
|
game->person->p.y = Y_LAST;
|
|||
|
}
|
|||
|
|
|||
|
static GameState* allocGameState() {
|
|||
|
GameState* game = malloc(sizeof(GameState));
|
|||
|
|
|||
|
game->person = malloc(sizeof(Person));
|
|||
|
|
|||
|
game->field = malloc(Y_FIELD_SIZE * sizeof(Box*));
|
|||
|
game->field[0] = malloc(X_FIELD_SIZE * Y_FIELD_SIZE * sizeof(Box));
|
|||
|
for(int y = 1; y < Y_FIELD_SIZE; ++y) {
|
|||
|
game->field[y] = game->field[0] + (y * X_FIELD_SIZE);
|
|||
|
}
|
|||
|
game_reset_field_and_player(game);
|
|||
|
|
|||
|
game->game_status = GameStatusInProgress;
|
|||
|
return game;
|
|||
|
}
|
|||
|
|
|||
|
static void game_destroy(GameState* game) {
|
|||
|
furi_assert(game);
|
|||
|
free(game->field[0]);
|
|||
|
free(game->field);
|
|||
|
free(game);
|
|||
|
}
|
|||
|
|
|||
|
static void assets_load() {
|
|||
|
/// Init animations
|
|||
|
animations[AnimationPause] = icon_animation_alloc(&A_HD_start_128x64);
|
|||
|
animations[AnimationGameOver] = icon_animation_alloc(&A_HD_game_over_128x64);
|
|||
|
animations[AnimationLeft] = icon_animation_alloc(&A_HD_person_left_10x20);
|
|||
|
animations[AnimationRight] = icon_animation_alloc(&A_HD_person_right_10x20);
|
|||
|
|
|||
|
BOX_DESTROYED = icon_animation_alloc(&A_HD_BoxDestroyed_10x10);
|
|||
|
|
|||
|
icon_animation_start(animations[AnimationLeft]);
|
|||
|
icon_animation_start(animations[AnimationRight]);
|
|||
|
}
|
|||
|
|
|||
|
static void assets_clear() {
|
|||
|
for(int i = 0; i < 4; ++i) {
|
|||
|
icon_animation_stop(animations[i]);
|
|||
|
icon_animation_free(animations[i]);
|
|||
|
}
|
|||
|
icon_animation_free(BOX_DESTROYED);
|
|||
|
}
|
|||
|
|
|||
|
/**
|
|||
|
* Box utils
|
|||
|
*/
|
|||
|
|
|||
|
static inline bool is_empty(Box* box) {
|
|||
|
return !box->exists;
|
|||
|
}
|
|||
|
|
|||
|
static inline bool has_dropped(Box* box) {
|
|||
|
return box->offset == 0;
|
|||
|
}
|
|||
|
|
|||
|
static Box* get_upper_box(Field field, Position current) {
|
|||
|
return (&field[current.y - 1][current.x]);
|
|||
|
}
|
|||
|
|
|||
|
static Box* get_lower_box(Field field, Position current) {
|
|||
|
return (&field[current.y + 1][current.x]);
|
|||
|
}
|
|||
|
|
|||
|
static Box* get_next_box(Field field, Position current, int x_direction) {
|
|||
|
return (&field[current.y][current.x + x_direction]);
|
|||
|
}
|
|||
|
|
|||
|
static inline void decrement_y_offset_to_zero(Box* n) {
|
|||
|
if(n->offset) --n->offset;
|
|||
|
}
|
|||
|
|
|||
|
static inline void heap_swap(Box* first, Box* second) {
|
|||
|
Box temp = *first;
|
|||
|
|
|||
|
*first = *second;
|
|||
|
*second = temp;
|
|||
|
}
|
|||
|
|
|||
|
/**
|
|||
|
* #Box logic
|
|||
|
*/
|
|||
|
|
|||
|
static void generate_box(GameState const* game) {
|
|||
|
furi_assert(game);
|
|||
|
|
|||
|
static byte tick_count = BOX_GENERATION_RATE;
|
|||
|
if(tick_count++ != BOX_GENERATION_RATE) {
|
|||
|
return;
|
|||
|
}
|
|||
|
tick_count = 0;
|
|||
|
|
|||
|
int x_offset = rand() % X_FIELD_SIZE;
|
|||
|
while(game->field[1][x_offset].exists) {
|
|||
|
x_offset = rand() % X_FIELD_SIZE;
|
|||
|
}
|
|||
|
|
|||
|
game->field[1][x_offset].exists = true;
|
|||
|
game->field[1][x_offset].offset = BOX_HEIGHT;
|
|||
|
game->field[1][x_offset].box_id = (rand() % (BOX_TEXTURE_COUNT - 1)) + 1;
|
|||
|
}
|
|||
|
|
|||
|
static void drop_box(GameState* game) {
|
|||
|
furi_assert(game);
|
|||
|
|
|||
|
for(int y = Y_LAST; y > 0; y--) {
|
|||
|
for(int x = 0; x < X_FIELD_SIZE; x++) {
|
|||
|
Box* current_box = game->field[y] + x;
|
|||
|
Box* upper_box = game->field[y - 1] + x;
|
|||
|
|
|||
|
if(y == Y_LAST) {
|
|||
|
decrement_y_offset_to_zero(current_box);
|
|||
|
}
|
|||
|
|
|||
|
decrement_y_offset_to_zero(upper_box);
|
|||
|
|
|||
|
if(is_empty(current_box) && !is_empty(upper_box) && has_dropped(upper_box)) {
|
|||
|
upper_box->offset = BOX_HEIGHT;
|
|||
|
heap_swap(current_box, upper_box);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
static bool clear_rows(Box** field) {
|
|||
|
for(int x = 0; x < X_FIELD_SIZE; ++x) {
|
|||
|
if(is_empty(field[Y_LAST] + x) || !has_dropped(field[Y_LAST] + x)) {
|
|||
|
return false;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
memset(field[Y_LAST], 128, ROW_BYTE_SIZE);
|
|||
|
return true;
|
|||
|
}
|
|||
|
|
|||
|
/**
|
|||
|
* Input Handling
|
|||
|
*/
|
|||
|
|
|||
|
static inline bool on_ground(Person* person, Field field) {
|
|||
|
return person->p.y == Y_LAST || field[person->p.y + 1][person->p.x].exists;
|
|||
|
}
|
|||
|
|
|||
|
static void handle_key_presses(Person* person, InputEvent* input, GameState* game) {
|
|||
|
switch(input->key) {
|
|||
|
case InputKeyUp:
|
|||
|
if(person->states == PlayerNothing && on_ground(person, game->field)) {
|
|||
|
person->states = PlayerRising;
|
|||
|
person->j_tick = 0;
|
|||
|
}
|
|||
|
break;
|
|||
|
case InputKeyLeft:
|
|||
|
person->right_frame = false;
|
|||
|
if(person->h_tick == 0) {
|
|||
|
person->h_tick = 1;
|
|||
|
person->x_direction = -1;
|
|||
|
}
|
|||
|
break;
|
|||
|
case InputKeyRight:
|
|||
|
person->right_frame = true;
|
|||
|
if(person->h_tick == 0) {
|
|||
|
person->h_tick = 1;
|
|||
|
person->x_direction = 1;
|
|||
|
}
|
|||
|
break;
|
|||
|
case InputKeyOk:
|
|||
|
game->game_status &= ~GameStatusInProgress;
|
|||
|
game->animation = AnimationPause;
|
|||
|
icon_animation_start(animations[AnimationPause]);
|
|||
|
default:
|
|||
|
break;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/**
|
|||
|
* #Person logic
|
|||
|
*/
|
|||
|
|
|||
|
static inline bool ground_box_check(Field field, Position new_position) {
|
|||
|
Box* lower_box = get_lower_box(field, new_position);
|
|||
|
|
|||
|
bool ground_box_dropped =
|
|||
|
(new_position.y == Y_LAST || //Eсли мы и так в самом низу
|
|||
|
is_empty(lower_box) || // Ecли снизу пустота
|
|||
|
has_dropped(lower_box)); //Eсли бокс снизу допадал
|
|||
|
return ground_box_dropped;
|
|||
|
}
|
|||
|
|
|||
|
static inline bool is_movable(Field field, Position box_pos, int x_direction) {
|
|||
|
//TODO::Moжет и не двух, предположение
|
|||
|
bool out_of_bounds = box_pos.x == 0 || box_pos.x == X_LAST;
|
|||
|
if(out_of_bounds) return false;
|
|||
|
bool box_on_top = box_pos.y < 1 || get_upper_box(field, box_pos)->exists;
|
|||
|
if(box_on_top) return false;
|
|||
|
bool has_next_box = get_next_box(field, box_pos, x_direction)->exists;
|
|||
|
if(has_next_box) return false;
|
|||
|
|
|||
|
return true;
|
|||
|
}
|
|||
|
|
|||
|
static bool horizontal_move(Person* person, Field field) {
|
|||
|
Position new_position = person->p;
|
|||
|
|
|||
|
if(!person->x_direction) return false;
|
|||
|
|
|||
|
new_position.x += person->x_direction;
|
|||
|
|
|||
|
bool on_edge_column = new_position.x > X_LAST;
|
|||
|
if(on_edge_column) return false;
|
|||
|
|
|||
|
if(is_empty(&field[new_position.y][new_position.x])) {
|
|||
|
bool ground_box_dropped = ground_box_check(field, new_position);
|
|||
|
if(ground_box_dropped) {
|
|||
|
person->p = new_position;
|
|||
|
return true;
|
|||
|
}
|
|||
|
} else if(is_movable(field, new_position, person->x_direction)) {
|
|||
|
*get_next_box(field, new_position, person->x_direction) =
|
|||
|
field[new_position.y][new_position.x];
|
|||
|
|
|||
|
field[new_position.y][new_position.x] = (Box){0};
|
|||
|
person->p = new_position;
|
|||
|
return true;
|
|||
|
}
|
|||
|
return false;
|
|||
|
}
|
|||
|
|
|||
|
void hd_person_set_state(Person* person, PlayerStates state) {
|
|||
|
person->states = state;
|
|||
|
person->j_tick = 0;
|
|||
|
}
|
|||
|
|
|||
|
static void person_move(Person* person, Field field) {
|
|||
|
/// Left-right logic
|
|||
|
FURI_LOG_W(TAG, "[JUMP]func:[%s] line: %d", __FUNCTION__, __LINE__);
|
|||
|
|
|||
|
if(person->states == PlayerNothing) {
|
|||
|
if(!on_ground(person, field)) {
|
|||
|
hd_person_set_state(person, PlayerFalling);
|
|||
|
}
|
|||
|
} else if(person->states == PlayerRising) {
|
|||
|
if(person->j_tick++ == 0) {
|
|||
|
person->p.y--;
|
|||
|
} else if(person->j_tick == 6) {
|
|||
|
hd_person_set_state(person, PlayerNothing);
|
|||
|
}
|
|||
|
|
|||
|
/// Destroy upper box
|
|||
|
get_upper_box(field, person->p)->box_id = 0;
|
|||
|
field[person->p.y][person->p.x].box_id = 0;
|
|||
|
|
|||
|
} else if(person->states == PlayerFalling) {
|
|||
|
if(person->j_tick++ == 0) {
|
|||
|
if(on_ground(person, field)) { // TODO: Test the bugfix
|
|||
|
hd_person_set_state(person, PlayerNothing);
|
|||
|
} else {
|
|||
|
person->p.y++;
|
|||
|
}
|
|||
|
} else if(person->j_tick == 5) {
|
|||
|
if(on_ground(person, field)) {
|
|||
|
hd_person_set_state(person, PlayerNothing);
|
|||
|
} else {
|
|||
|
hd_person_set_state(person, PlayerFalling);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
switch(person->h_tick) {
|
|||
|
case 0:
|
|||
|
break;
|
|||
|
case 1:
|
|||
|
person->h_tick++;
|
|||
|
FURI_LOG_W(TAG, "[JUMP]func:[%s] line: %d", __FUNCTION__, __LINE__);
|
|||
|
bool moved = horizontal_move(person, field);
|
|||
|
if(!moved) {
|
|||
|
person->h_tick = 0;
|
|||
|
person->x_direction = 0;
|
|||
|
}
|
|||
|
break;
|
|||
|
case 5:
|
|||
|
FURI_LOG_W(TAG, "[JUMP]func:[%s] line: %d", __FUNCTION__, __LINE__);
|
|||
|
person->h_tick = 0;
|
|||
|
person->x_direction = 0;
|
|||
|
break;
|
|||
|
default:
|
|||
|
FURI_LOG_W(TAG, "[JUMP]func:[%s] line: %d", __FUNCTION__, __LINE__);
|
|||
|
person->h_tick++;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
static inline bool is_person_dead(Person* person, Box** field) {
|
|||
|
return get_upper_box(field, person->p)->box_id != 0;
|
|||
|
}
|
|||
|
|
|||
|
/**
|
|||
|
* #Callback
|
|||
|
*/
|
|||
|
|
|||
|
static void draw_box(Canvas* canvas, Box* box, int x, int y) {
|
|||
|
if(is_empty(box)) {
|
|||
|
return;
|
|||
|
}
|
|||
|
byte y_screen = y * BOX_HEIGHT - box->offset;
|
|||
|
byte x_screen = x * BOX_WIDTH + DRAW_X_OFFSET;
|
|||
|
|
|||
|
if(box->box_id == 0) {
|
|||
|
canvas_set_bitmap_mode(canvas, true);
|
|||
|
icon_animation_start(BOX_DESTROYED);
|
|||
|
canvas_draw_icon_animation(canvas, x_screen, y_screen, BOX_DESTROYED);
|
|||
|
if(icon_animation_is_last_frame(BOX_DESTROYED)) {
|
|||
|
*box = (Box){0};
|
|||
|
icon_animation_stop(BOX_DESTROYED);
|
|||
|
}
|
|||
|
canvas_set_bitmap_mode(canvas, false);
|
|||
|
} else {
|
|||
|
canvas_draw_icon(canvas, x_screen, y_screen, boxes[box->box_id]);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
static void heap_defense_render_callback(Canvas* const canvas, void* mutex) {
|
|||
|
furi_assert(mutex);
|
|||
|
|
|||
|
const GameState* game = acquire_mutex((ValueMutex*)mutex, 25);
|
|||
|
|
|||
|
///Draw GameOver or Pause
|
|||
|
if(!(game->game_status & GameStatusInProgress)) {
|
|||
|
FURI_LOG_W(TAG, "[DAED_DRAW]func: [%s] line: %d ", __FUNCTION__, __LINE__);
|
|||
|
|
|||
|
canvas_draw_icon_animation(canvas, 0, 0, animations[game->animation]);
|
|||
|
release_mutex((ValueMutex*)mutex, game);
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
///Draw field
|
|||
|
canvas_draw_icon(canvas, 0, 0, &I_Background_128x64);
|
|||
|
|
|||
|
///Draw Person
|
|||
|
const Person* person = game->person;
|
|||
|
IconAnimation* player_animation = person->right_frame ? animations[AnimationRight] :
|
|||
|
animations[AnimationLeft];
|
|||
|
|
|||
|
uint8_t x_screen = person->p.x * BOX_WIDTH + DRAW_X_OFFSET;
|
|||
|
if(person->h_tick && person->h_tick != 1) {
|
|||
|
if(person->right_frame) {
|
|||
|
x_screen += (person->h_tick) * 2 - BOX_WIDTH;
|
|||
|
} else {
|
|||
|
x_screen -= (person->h_tick) * 2 - BOX_WIDTH;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
uint8_t y_screen = (person->p.y - 1) * BOX_HEIGHT;
|
|||
|
if(person->j_tick) {
|
|||
|
if(person->states == PlayerRising) {
|
|||
|
y_screen += BOX_HEIGHT - (person->j_tick) * 2;
|
|||
|
} else if(person->states == PlayerFalling) {
|
|||
|
y_screen -= BOX_HEIGHT - (person->j_tick) * 2;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
canvas_draw_icon_animation(canvas, x_screen, y_screen, player_animation);
|
|||
|
|
|||
|
///Draw Boxes
|
|||
|
canvas_set_color(canvas, ColorBlack);
|
|||
|
for(int y = 1; y < Y_FIELD_SIZE; ++y) {
|
|||
|
for(int x = 0; x < X_FIELD_SIZE; ++x) {
|
|||
|
draw_box(canvas, &(game->field[y][x]), x, y);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
release_mutex((ValueMutex*)mutex, game);
|
|||
|
}
|
|||
|
|
|||
|
static void heap_defense_input_callback(InputEvent* input_event, FuriMessageQueue* event_queue) {
|
|||
|
if(input_event->type != InputTypePress && input_event->type != InputTypeLong) return;
|
|||
|
|
|||
|
furi_assert(event_queue);
|
|||
|
GameEvent event = {.type = EventKeyPress, .input = *input_event};
|
|||
|
furi_message_queue_put(event_queue, &event, FuriWaitForever);
|
|||
|
}
|
|||
|
|
|||
|
static void heap_defense_timer_callback(FuriMessageQueue* event_queue) {
|
|||
|
furi_assert(event_queue);
|
|||
|
|
|||
|
GameEvent event = {.type = EventGameTick, .input = {0}};
|
|||
|
furi_message_queue_put(event_queue, &event, 0);
|
|||
|
}
|
|||
|
|
|||
|
int32_t heap_defence_app(void* p) {
|
|||
|
UNUSED(p);
|
|||
|
srand(DWT->CYCCNT);
|
|||
|
|
|||
|
//FURI_LOG_W(TAG, "Heap defence start %d", __LINE__);
|
|||
|
FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(GameEvent));
|
|||
|
GameState* game = allocGameState();
|
|||
|
|
|||
|
ValueMutex state_mutex;
|
|||
|
if(!init_mutex(&state_mutex, game, sizeof(GameState))) {
|
|||
|
game_destroy(game);
|
|||
|
return 1;
|
|||
|
}
|
|||
|
|
|||
|
assets_load();
|
|||
|
ViewPort* view_port = view_port_alloc();
|
|||
|
view_port_draw_callback_set(view_port, heap_defense_render_callback, &state_mutex);
|
|||
|
view_port_input_callback_set(view_port, heap_defense_input_callback, event_queue);
|
|||
|
|
|||
|
FuriTimer* timer =
|
|||
|
furi_timer_alloc(heap_defense_timer_callback, FuriTimerTypePeriodic, event_queue);
|
|||
|
furi_timer_start(timer, furi_kernel_get_tick_frequency() / TIMER_UPDATE_FREQ);
|
|||
|
|
|||
|
Gui* gui = furi_record_open("gui");
|
|||
|
gui_add_view_port(gui, view_port, GuiLayerFullscreen);
|
|||
|
|
|||
|
NotificationApp* notification = furi_record_open("notification");
|
|||
|
|
|||
|
memset(game->field[Y_LAST], 128, ROW_BYTE_SIZE);
|
|||
|
game->person->p.y -= 2;
|
|||
|
game->game_status = 0;
|
|||
|
game->animation = AnimationPause;
|
|||
|
|
|||
|
GameEvent event = {0};
|
|||
|
while(event.input.key != InputKeyBack) {
|
|||
|
if(furi_message_queue_get(event_queue, &event, 100) != FuriStatusOk) {
|
|||
|
continue;
|
|||
|
}
|
|||
|
|
|||
|
game = (GameState*)acquire_mutex_block(&state_mutex);
|
|||
|
|
|||
|
//unset vibration
|
|||
|
if(game->game_status & GameStatusVibro) {
|
|||
|
notification_message(notification, &sequence_reset_vibro);
|
|||
|
game->game_status &= ~GameStatusVibro;
|
|||
|
icon_animation_stop(BOX_DESTROYED);
|
|||
|
memset(game->field[Y_LAST], 0, ROW_BYTE_SIZE);
|
|||
|
}
|
|||
|
|
|||
|
if(!(game->game_status & GameStatusInProgress)) {
|
|||
|
if(event.type == EventKeyPress && event.input.key == InputKeyOk) {
|
|||
|
game->game_status |= GameStatusInProgress;
|
|||
|
icon_animation_stop(animations[game->animation]);
|
|||
|
}
|
|||
|
|
|||
|
} else if(event.type == EventKeyPress) {
|
|||
|
handle_key_presses(game->person, &(event.input), game);
|
|||
|
} else { // EventGameTick
|
|||
|
|
|||
|
drop_box(game);
|
|||
|
generate_box(game);
|
|||
|
if(clear_rows(game->field)) {
|
|||
|
notification_message(notification, &sequence_set_vibro_on);
|
|||
|
icon_animation_start(BOX_DESTROYED);
|
|||
|
game->game_status |= GameStatusVibro;
|
|||
|
}
|
|||
|
person_move(game->person, game->field);
|
|||
|
|
|||
|
if(is_person_dead(game->person, game->field)) {
|
|||
|
game->game_status &= ~GameStatusInProgress;
|
|||
|
game->animation = AnimationGameOver;
|
|||
|
icon_animation_start(animations[AnimationGameOver]);
|
|||
|
game_reset_field_and_player(game);
|
|||
|
notification_message(notification, &sequence_error);
|
|||
|
}
|
|||
|
}
|
|||
|
release_mutex(&state_mutex, game);
|
|||
|
view_port_update(view_port);
|
|||
|
}
|
|||
|
|
|||
|
furi_timer_free(timer);
|
|||
|
view_port_enabled_set(view_port, false);
|
|||
|
gui_remove_view_port(gui, view_port);
|
|||
|
view_port_free(view_port);
|
|||
|
furi_record_close("gui");
|
|||
|
furi_record_close("notification");
|
|||
|
furi_message_queue_free(event_queue);
|
|||
|
assets_clear();
|
|||
|
delete_mutex(&state_mutex);
|
|||
|
game_destroy(game);
|
|||
|
|
|||
|
return 0;
|
|||
|
}
|