unleashed-firmware/applications/external/game_2048/game_2048.c

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/*
* Copyright 2022 Eugene Kirzhanov
* Use of this source code is governed by an MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT
*
* Thanks to:
* - DroomOne: https://github.com/DroomOne/flipperzero-firmware
* - x27: https://github.com/x27/flipperzero-game15
*/
#include <furi.h>
#include <gui/gui.h>
#include <input/input.h>
#include <storage/storage.h>
#include <dolphin/dolphin.h>
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#include "digits.h"
#include "array_utils.h"
#define CELLS_COUNT 4
#define CELL_INNER_SIZE 14
#define FRAME_LEFT 10
#define FRAME_TOP 1
#define FRAME_SIZE 61
#define SAVING_DIRECTORY "/ext/apps/Games"
#define SAVING_FILENAME SAVING_DIRECTORY "/game_2048.save"
typedef enum {
GameStateMenu,
GameStateInProgress,
GameStateGameOver,
} State;
typedef struct {
FuriMutex* mutex;
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State state;
uint8_t table[CELLS_COUNT][CELLS_COUNT];
uint32_t score;
uint32_t moves;
int8_t selected_menu_item;
uint32_t top_score;
} GameState;
typedef struct {
uint32_t points;
bool is_table_updated;
} MoveResult;
#define MENU_ITEMS_COUNT 2
static const char* popup_menu_strings[] = {"Resume", "New Game"};
static void input_callback(InputEvent* input_event, void* ctx) {
furi_assert(ctx);
FuriMessageQueue* event_queue = ctx;
furi_message_queue_put(event_queue, input_event, FuriWaitForever);
}
static void draw_frame(Canvas* canvas) {
canvas_draw_frame(canvas, FRAME_LEFT, FRAME_TOP, FRAME_SIZE, FRAME_SIZE);
uint8_t offs = FRAME_LEFT + CELL_INNER_SIZE + 1;
for(uint8_t i = 0; i < CELLS_COUNT - 1; i++) {
canvas_draw_line(canvas, offs, FRAME_TOP + 1, offs, FRAME_TOP + FRAME_SIZE - 2);
offs += CELL_INNER_SIZE + 1;
}
offs = FRAME_TOP + CELL_INNER_SIZE + 1;
for(uint8_t i = 0; i < CELLS_COUNT - 1; i++) {
canvas_draw_line(canvas, FRAME_LEFT + 1, offs, FRAME_LEFT + FRAME_SIZE - 2, offs);
offs += CELL_INNER_SIZE + 1;
}
}
static void draw_digit(Canvas* canvas, uint8_t row, uint8_t column, uint8_t value) {
if(value == 0) return;
uint8_t left = FRAME_LEFT + 1 + (column * (CELL_INNER_SIZE + 1));
uint8_t top = FRAME_TOP + 1 + (row * (CELL_INNER_SIZE + 1));
for(uint8_t r = 0; r < CELL_INNER_SIZE; r++) {
for(u_int8_t c = 0; c < CELL_INNER_SIZE; c++) {
if(digits[value - 1][r][c] == 1) {
canvas_draw_dot(canvas, left + c, top + r);
}
}
}
}
static void draw_table(Canvas* canvas, const uint8_t table[CELLS_COUNT][CELLS_COUNT]) {
for(uint8_t row = 0; row < CELLS_COUNT; row++) {
for(uint8_t column = 0; column < CELLS_COUNT; column++) {
draw_digit(canvas, row, column, table[row][column]);
}
}
}
static void gray_canvas(Canvas* const canvas) {
canvas_set_color(canvas, ColorWhite);
for(int x = 0; x < 128; x += 2) {
for(int y = 0; y < 64; y++) {
canvas_draw_dot(canvas, x + (y % 2 == 1 ? 0 : 1), y);
}
}
}
static void draw_callback(Canvas* const canvas, void* ctx) {
furi_assert(ctx);
const GameState* game_state = ctx;
furi_mutex_acquire(game_state->mutex, FuriWaitForever);
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canvas_clear(canvas);
draw_frame(canvas);
draw_table(canvas, game_state->table);
canvas_set_font(canvas, FontPrimary);
canvas_draw_str_aligned(canvas, 128, FRAME_TOP, AlignRight, AlignTop, "Score");
canvas_draw_str_aligned(canvas, 128, FRAME_TOP + 20, AlignRight, AlignTop, "Moves");
canvas_draw_str_aligned(canvas, 128, FRAME_TOP + 40, AlignRight, AlignTop, "Top Score");
int bufSize = 12;
char buf[bufSize];
snprintf(buf, sizeof(buf), "%lu", game_state->score);
canvas_set_font(canvas, FontSecondary);
canvas_draw_str_aligned(canvas, 128, FRAME_TOP + 10, AlignRight, AlignTop, buf);
memset(buf, 0, bufSize);
snprintf(buf, sizeof(buf), "%lu", game_state->moves);
canvas_set_font(canvas, FontSecondary);
canvas_draw_str_aligned(canvas, 128, FRAME_TOP + 30, AlignRight, AlignTop, buf);
memset(buf, 0, bufSize);
snprintf(buf, sizeof(buf), "%lu", game_state->top_score);
canvas_set_font(canvas, FontSecondary);
canvas_draw_str_aligned(canvas, 128, FRAME_TOP + 50, AlignRight, AlignTop, buf);
if(game_state->state == GameStateMenu) {
gray_canvas(canvas);
canvas_set_color(canvas, ColorWhite);
canvas_draw_rbox(canvas, 28, 16, 72, 32, 4);
canvas_set_color(canvas, ColorBlack);
canvas_draw_rframe(canvas, 28, 16, 72, 32, 4);
for(int i = 0; i < MENU_ITEMS_COUNT; i++) {
if(i == game_state->selected_menu_item) {
canvas_set_color(canvas, ColorBlack);
canvas_draw_box(canvas, 34, 20 + 12 * i, 60, 12);
}
canvas_set_color(
canvas, i == game_state->selected_menu_item ? ColorWhite : ColorBlack);
canvas_draw_str_aligned(
canvas, 64, 26 + 12 * i, AlignCenter, AlignCenter, popup_menu_strings[i]);
}
} else if(game_state->state == GameStateGameOver) {
gray_canvas(canvas);
bool record_broken = game_state->score > game_state->top_score;
canvas_set_color(canvas, ColorWhite);
canvas_draw_rbox(canvas, 14, 12, 100, 40, 4);
canvas_set_color(canvas, ColorBlack);
canvas_draw_line(canvas, 14, 26, 114, 26);
canvas_draw_rframe(canvas, 14, 12, 100, 40, 4);
canvas_set_font(canvas, FontPrimary);
canvas_draw_str_aligned(canvas, 64, 15, AlignCenter, AlignTop, "Game Over");
canvas_set_font(canvas, FontSecondary);
if(record_broken) {
canvas_draw_str_aligned(canvas, 64, 29, AlignCenter, AlignTop, "New Top Score!!!");
} else {
canvas_draw_str_aligned(canvas, 64, 29, AlignCenter, AlignTop, "Your Score");
}
memset(buf, 0, bufSize);
snprintf(buf, sizeof(buf), "%lu", game_state->score);
canvas_set_font(canvas, FontPrimary);
canvas_draw_str_aligned(canvas, 64, 48, AlignCenter, AlignBottom, buf);
}
furi_mutex_release(game_state->mutex);
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}
void calculate_move_to_left(uint8_t arr[], MoveResult* const move_result) {
uint8_t index = 0;
uint8_t next_index;
uint8_t offset;
bool was_moved;
while(index < CELLS_COUNT - 1) {
// find offset from [index] to next non-empty value
offset = 1;
while(index + offset < CELLS_COUNT && arr[index + offset] == 0) offset++;
// if all remaining values in this row are empty then go to next row
if(index + offset >= CELLS_COUNT) break;
// if current cell is empty then shift all cells [index+offset .. CELLS_COUNT-1] to [index]
if(arr[index] == 0) {
was_moved = shift_array_to_left(CELLS_COUNT, arr, index, offset);
if(was_moved) move_result->is_table_updated = true;
}
next_index = index + 1;
if(arr[next_index] == 0) {
// find offset from [next_index] to next non-empty value
offset = 1;
while(next_index + offset < CELLS_COUNT && arr[next_index + offset] == 0) offset++;
// if all remaining values in this row are empty then go to next row
if(next_index + offset >= CELLS_COUNT) break;
// if next cell is empty then shift cells [next_index+offset .. CELLS_COUNT-1] to [next_index]
was_moved = shift_array_to_left(CELLS_COUNT, arr, next_index, offset);
if(was_moved) move_result->is_table_updated = true;
}
if(arr[index] == arr[next_index]) {
arr[index]++;
shift_array_to_left(CELLS_COUNT, arr, next_index, 1);
move_result->is_table_updated = true;
move_result->points += 2 << (arr[index] - 1);
}
index++;
}
}
void move_left(uint8_t table[CELLS_COUNT][CELLS_COUNT], MoveResult* const move_result) {
for(uint8_t row_index = 0; row_index < CELLS_COUNT; row_index++) {
calculate_move_to_left(table[row_index], move_result);
}
}
void move_right(uint8_t table[CELLS_COUNT][CELLS_COUNT], MoveResult* const move_result) {
for(uint8_t row_index = 0; row_index < CELLS_COUNT; row_index++) {
reverse_array(CELLS_COUNT, table[row_index]);
calculate_move_to_left(table[row_index], move_result);
reverse_array(CELLS_COUNT, table[row_index]);
}
}
void move_up(uint8_t table[CELLS_COUNT][CELLS_COUNT], MoveResult* const move_result) {
uint8_t column[CELLS_COUNT];
for(uint8_t column_index = 0; column_index < CELLS_COUNT; column_index++) {
get_column_from_array(CELLS_COUNT, CELLS_COUNT, table, column_index, column);
calculate_move_to_left(column, move_result);
set_column_to_array(CELLS_COUNT, CELLS_COUNT, table, column_index, column);
}
}
void move_down(uint8_t table[CELLS_COUNT][CELLS_COUNT], MoveResult* const move_result) {
uint8_t column[CELLS_COUNT];
for(uint8_t column_index = 0; column_index < CELLS_COUNT; column_index++) {
get_column_from_array(CELLS_COUNT, CELLS_COUNT, table, column_index, column);
reverse_array(CELLS_COUNT, column);
calculate_move_to_left(column, move_result);
reverse_array(CELLS_COUNT, column);
set_column_to_array(CELLS_COUNT, CELLS_COUNT, table, column_index, column);
}
}
void add_new_digit(GameState* const game_state) {
uint8_t empty_cell_indexes[CELLS_COUNT * CELLS_COUNT];
uint8_t empty_cells_count = 0;
for(u_int8_t i = 0; i < CELLS_COUNT; i++) {
for(u_int8_t j = 0; j < CELLS_COUNT; j++) {
if(game_state->table[i][j] == 0) {
empty_cell_indexes[empty_cells_count++] = i * CELLS_COUNT + j;
}
}
}
if(empty_cells_count == 0) return;
int random_empty_cell_index = empty_cell_indexes[random() % empty_cells_count];
u_int8_t row = random_empty_cell_index / CELLS_COUNT;
u_int8_t col = random_empty_cell_index % CELLS_COUNT;
int random_value_percent = random() % 100;
game_state->table[row][col] = random_value_percent < 90 ? 1 : 2; // 90% for 2, 25% for 4
}
void init_game(GameState* const game_state, bool clear_top_score) {
memset(game_state->table, 0, CELLS_COUNT * CELLS_COUNT * sizeof(uint8_t));
add_new_digit(game_state);
add_new_digit(game_state);
game_state->score = 0;
game_state->moves = 0;
game_state->state = GameStateInProgress;
game_state->selected_menu_item = 0;
if(clear_top_score) {
game_state->top_score = 0;
}
}
bool load_game(GameState* game_state) {
Storage* storage = furi_record_open(RECORD_STORAGE);
File* file = storage_file_alloc(storage);
uint16_t bytes_readed = 0;
if(storage_file_open(file, SAVING_FILENAME, FSAM_READ, FSOM_OPEN_EXISTING)) {
bytes_readed = storage_file_read(file, game_state, sizeof(GameState));
}
storage_file_close(file);
storage_file_free(file);
furi_record_close(RECORD_STORAGE);
return bytes_readed == sizeof(GameState);
}
void save_game(GameState* game_state) {
Storage* storage = furi_record_open(RECORD_STORAGE);
if(storage_common_stat(storage, SAVING_DIRECTORY, NULL) == FSE_NOT_EXIST) {
if(!storage_simply_mkdir(storage, SAVING_DIRECTORY)) {
return;
}
}
File* file = storage_file_alloc(storage);
if(storage_file_open(file, SAVING_FILENAME, FSAM_WRITE, FSOM_CREATE_ALWAYS)) {
storage_file_write(file, game_state, sizeof(GameState));
}
storage_file_close(file);
storage_file_free(file);
furi_record_close(RECORD_STORAGE);
}
bool is_game_over(GameState* const game_state) {
FURI_LOG_I("is_game_over", "====check====");
// check if table contains at least one empty cell
for(uint8_t i = 0; i < CELLS_COUNT; i++) {
for(u_int8_t j = 0; j < CELLS_COUNT; j++) {
if(game_state->table[i][j] == 0) {
FURI_LOG_I("is_game_over", "has empty cells");
return false;
}
}
}
FURI_LOG_I("is_game_over", "no empty cells");
uint8_t tmp_table[CELLS_COUNT][CELLS_COUNT];
MoveResult* tmp_move_result = malloc(sizeof(MoveResult));
// check if we can move to any direction
memcpy(tmp_table, game_state->table, CELLS_COUNT * CELLS_COUNT * sizeof(uint8_t));
move_left(tmp_table, tmp_move_result);
if(tmp_move_result->is_table_updated) return false;
FURI_LOG_I("is_game_over", "can't move left");
memcpy(tmp_table, game_state->table, CELLS_COUNT * CELLS_COUNT * sizeof(uint8_t));
move_right(tmp_table, tmp_move_result);
if(tmp_move_result->is_table_updated) return false;
FURI_LOG_I("is_game_over", "can't move right");
memcpy(tmp_table, game_state->table, CELLS_COUNT * CELLS_COUNT * sizeof(uint8_t));
move_up(tmp_table, tmp_move_result);
if(tmp_move_result->is_table_updated) return false;
FURI_LOG_I("is_game_over", "can't move up");
memcpy(tmp_table, game_state->table, CELLS_COUNT * CELLS_COUNT * sizeof(uint8_t));
move_down(tmp_table, tmp_move_result);
if(tmp_move_result->is_table_updated) return false;
FURI_LOG_I("is_game_over", "can't move down");
return true;
}
int32_t game_2048_app() {
GameState* game_state = malloc(sizeof(GameState));
if(!load_game(game_state)) {
init_game(game_state, true);
}
MoveResult* move_result = malloc(sizeof(MoveResult));
game_state->mutex = furi_mutex_alloc(FuriMutexTypeNormal);
if(!game_state->mutex) {
FURI_LOG_E("2048Game", "cannot create mutex\r\n");
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free(game_state);
return 255;
}
InputEvent input;
FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(InputEvent));
ViewPort* view_port = view_port_alloc();
view_port_draw_callback_set(view_port, draw_callback, game_state);
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view_port_input_callback_set(view_port, input_callback, event_queue);
Gui* gui = furi_record_open(RECORD_GUI);
gui_add_view_port(gui, view_port, GuiLayerFullscreen);
// Call dolphin deed on game start
DOLPHIN_DEED(DolphinDeedPluginGameStart);
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bool is_finished = false;
while(!is_finished) {
FuriStatus event_status = furi_message_queue_get(event_queue, &input, FuriWaitForever);
if(event_status == FuriStatusOk) {
// handle only press event, ignore repeat/release events
if(input.type != InputTypePress) continue;
furi_mutex_acquire(game_state->mutex, FuriWaitForever);
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switch(game_state->state) {
case GameStateMenu:
switch(input.key) {
case InputKeyUp:
game_state->selected_menu_item--;
if(game_state->selected_menu_item < 0) {
game_state->selected_menu_item = MENU_ITEMS_COUNT - 1;
}
break;
case InputKeyDown:
game_state->selected_menu_item++;
if(game_state->selected_menu_item >= MENU_ITEMS_COUNT) {
game_state->selected_menu_item = 0;
}
break;
case InputKeyOk:
if(game_state->selected_menu_item == 1) {
// new game
init_game(game_state, false);
save_game(game_state);
}
game_state->state = GameStateInProgress;
break;
case InputKeyBack:
game_state->state = GameStateInProgress;
break;
default:
break;
}
break;
case GameStateInProgress:
move_result->is_table_updated = false;
move_result->points = 0;
switch(input.key) {
case InputKeyLeft:
move_left(game_state->table, move_result);
break;
case InputKeyRight:
move_right(game_state->table, move_result);
break;
case InputKeyUp:
move_up(game_state->table, move_result);
break;
case InputKeyDown:
move_down(game_state->table, move_result);
break;
case InputKeyOk:
game_state->state = GameStateMenu;
game_state->selected_menu_item = 0;
break;
case InputKeyBack:
save_game(game_state);
is_finished = true;
break;
case InputKeyMAX:
break;
}
game_state->score += move_result->points;
if(move_result->is_table_updated) {
game_state->moves++;
add_new_digit(game_state);
}
if(is_game_over(game_state)) {
game_state->state = GameStateGameOver;
if(game_state->score >= game_state->top_score) {
game_state->top_score = game_state->score;
}
}
break;
case GameStateGameOver:
if(input.key == InputKeyOk || input.key == InputKeyBack) {
init_game(game_state, false);
save_game(game_state);
}
}
view_port_update(view_port);
furi_mutex_release(game_state->mutex);
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}
}
gui_remove_view_port(gui, view_port);
furi_record_close(RECORD_GUI);
view_port_free(view_port);
furi_message_queue_free(event_queue);
furi_mutex_free(game_state->mutex);
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free(game_state);
free(move_result);
return 0;
}