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https://github.com/DarkFlippers/unleashed-firmware
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Merge pull request #114 from TQMatvey/flappy_patches
Flappy: Border hitboxes, bigger Pilars
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commit
6d999abb80
1 changed files with 12 additions and 19 deletions
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@ -12,10 +12,10 @@
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#define FLAPPY_BIRD_WIDTH 10
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#define FLAPPY_PILAR_MAX 6
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#define FLAPPY_PILAR_DIST 40
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#define FLAPPY_PILAR_DIST 35
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#define FLAPPY_GAB_HEIGHT 25
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#define FLAPPY_GAB_WIDTH 5
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#define FLAPPY_GAB_WIDTH 10
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#define FLAPPY_GRAVITY_JUMP -1.1
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#define FLAPPY_GRAVITY_TICK 0.15
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@ -100,10 +100,6 @@ static void flappy_game_state_init(GameState* const game_state) {
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flappy_game_random_pilar(game_state);
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}
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// static void flappy_game_reset(GameState* const game_state) {
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// FURI_LOG_I(TAG, "Reset Game State\r\n"); // Resetting State
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// }
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static void flappy_game_tick(GameState* const game_state) {
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if(game_state->state == GameStateLife) {
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if(!game_state->debug) {
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@ -136,11 +132,12 @@ static void flappy_game_tick(GameState* const game_state) {
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}
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if(pilar->point.x < -FLAPPY_GAB_WIDTH) pilar->visible = 0;
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// Checking out of bounds
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if(game_state->bird.point.y < 0 - FLAPPY_BIRD_WIDTH ||
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game_state->bird.point.y > FLIPPER_LCD_HEIGHT) {
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game_state->state = GameStateGameOver;
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break;
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if(game_state->bird.point.y <= 0 - FLAPPY_BIRD_WIDTH){
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game_state->bird.point.y = 64;
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}
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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;
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}
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// Bird inbetween pipes
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@ -237,10 +234,6 @@ static void flappy_game_render_callback(Canvas* const canvas, void* ctx) {
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canvas_set_font(canvas, FontPrimary);
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canvas_draw_str(canvas, 37, 31, "Game Over");
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/*if(game_state->points != 0 && game_state->points % 5 == 0) {
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DOLPHIN_DEED(getRandomDeed());
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}*/
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canvas_set_font(canvas, FontSecondary);
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char buffer[12];
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snprintf(buffer, sizeof(buffer), "Score: %u", game_state->points);
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@ -304,16 +297,16 @@ int32_t flappy_game_app(void* p) {
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if(event.input.type == InputTypePress) {
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switch(event.input.key) {
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case InputKeyUp:
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game_state->bird.point.y--;
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if(game_state->state == GameStateLife) {
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flappy_game_flap(game_state);
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}
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break;
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case InputKeyDown:
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game_state->bird.point.y++;
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break;
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case InputKeyRight:
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game_state->bird.point.x++;
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break;
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case InputKeyLeft:
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game_state->bird.point.x--;
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break;
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case InputKeyOk:
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if(game_state->state == GameStateGameOver) {
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