heap defence, aka stack attack, ported to latest fw
11
applications/plugins/heap_defence_game/application.fam
Normal file
|
@ -0,0 +1,11 @@
|
|||
App(
|
||||
appid="heap_defence",
|
||||
name="Heap Defence",
|
||||
apptype=FlipperAppType.EXTERNAL,
|
||||
entry_point="heap_defence_app",
|
||||
requires=["gui"],
|
||||
stack_size=1 * 1024,
|
||||
fap_category="Games",
|
||||
fap_icon="box.png",
|
||||
fap_icon_assets="assets_images",
|
||||
)
|
After Width: | Height: | Size: 872 B |
After Width: | Height: | Size: 489 B |
After Width: | Height: | Size: 448 B |
After Width: | Height: | Size: 459 B |
After Width: | Height: | Size: 463 B |
After Width: | Height: | Size: 475 B |
After Width: | Height: | Size: 471 B |
After Width: | Height: | Size: 470 B |
After Width: | Height: | Size: 465 B |
After Width: | Height: | Size: 683 B |
After Width: | Height: | Size: 683 B |
After Width: | Height: | Size: 680 B |
After Width: | Height: | Size: 671 B |
After Width: | Height: | Size: 667 B |
After Width: | Height: | Size: 670 B |
After Width: | Height: | Size: 669 B |
After Width: | Height: | Size: 677 B |
|
@ -0,0 +1 @@
|
|||
4
|
After Width: | Height: | Size: 8.7 KiB |
After Width: | Height: | Size: 8.9 KiB |
|
@ -0,0 +1 @@
|
|||
2
|
After Width: | Height: | Size: 475 B |
After Width: | Height: | Size: 503 B |
|
@ -0,0 +1 @@
|
|||
2
|
After Width: | Height: | Size: 214 B |
After Width: | Height: | Size: 216 B |
After Width: | Height: | Size: 221 B |
After Width: | Height: | Size: 216 B |
|
@ -0,0 +1 @@
|
|||
2
|
After Width: | Height: | Size: 217 B |
After Width: | Height: | Size: 218 B |
After Width: | Height: | Size: 216 B |
After Width: | Height: | Size: 218 B |
|
@ -0,0 +1 @@
|
|||
2
|
After Width: | Height: | Size: 3.7 KiB |
After Width: | Height: | Size: 3.8 KiB |
After Width: | Height: | Size: 3.7 KiB |
After Width: | Height: | Size: 3.8 KiB |
|
@ -0,0 +1 @@
|
|||
3
|
After Width: | Height: | Size: 8.7 KiB |
After Width: | Height: | Size: 8.9 KiB |
After Width: | Height: | Size: 475 B |
After Width: | Height: | Size: 503 B |
After Width: | Height: | Size: 3.8 KiB |
BIN
applications/plugins/heap_defence_game/box.png
Normal file
After Width: | Height: | Size: 131 B |
593
applications/plugins/heap_defence_game/heap_defence.c
Normal file
|
@ -0,0 +1,593 @@
|
|||
//
|
||||
// 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;
|
||||
}
|
11
applications/plugins/heap_defence_game/hede_assets.c
Normal file
|
@ -0,0 +1,11 @@
|
|||
//
|
||||
// Created by user on 15.12.2021.
|
||||
//
|
||||
#include "hede_assets.h"
|
||||
#include <gui/icon_i.h>
|
||||
|
||||
const uint8_t _A_HD_BoxDestroyed_10x10_0[] = {0x01,0x00,0x10,0x00,0x00,0x1d,0xa2,0x01,0xc8,0x80,0x6d,0x20,0x15,0x08,0x06,0x72,0x01,0x48,0x07,0xa0,};
|
||||
const uint8_t _A_HD_BoxDestroyed_10x10_1[] = {0x00,0x00,0x00,0x28,0x01,0x4A,0x00,0xA8,0x01,0x84,0x00,0x22,0x00,0x88,0x00,0x58,0x01,0x22,0x00,0x00,0x00,};
|
||||
const uint8_t _A_HD_BoxDestroyed_10x10_2[] = {0x00,0x00,0x00,0x08,0x01,0x42,0x00,0x09,0x01,0x00,0x02,0x02,0x00,0x01,0x02,0x00,0x01,0x21,0x00,0x42,0x02,};
|
||||
const uint8_t *_A_HD_BoxDestroyed_10x10[] = {_A_HD_BoxDestroyed_10x10_0,_A_HD_BoxDestroyed_10x10_1,_A_HD_BoxDestroyed_10x10_2};
|
||||
const Icon A_HD_BoxDestroyed_10x10 = {.width=10,.height=10,.frame_count=3,.frame_rate=4,.frames=_A_HD_BoxDestroyed_10x10};
|
11
applications/plugins/heap_defence_game/hede_assets.h
Normal file
|
@ -0,0 +1,11 @@
|
|||
//
|
||||
// Created by user on 15.12.2021.
|
||||
//
|
||||
|
||||
#ifndef HEDE_ASSETS_H
|
||||
#define HEDE_ASSETS_H
|
||||
#include <gui/icon.h>
|
||||
|
||||
extern const Icon A_HD_BoxDestroyed_10x10;
|
||||
|
||||
#endif
|