#include #include #include #include //ORIGINAL REPO: https://github.com/Dooskington/flipperzero-zombiez //AUTHORS: https://github.com/Dooskington | https://github.com/DevMilanIan #include "zombiez.h" #define ZOMBIES_MAX 3 #define ZOMBIES_WIDTH 5 #define ZOMBIES_HEIGHT 8 #define PROJECTILES_MAX 10 #define MIN_Y 5 #define MAX_Y 58 #define WALL_X 16 #define PLAYER_START_X 8 #define PLAYER_START_Y (MAX_Y - MIN_Y) / 2 typedef enum { EventTypeTick, EventTypeKey, } EventType; typedef struct { EventType type; InputEvent input; } PluginEvent; typedef enum { GameStatePlaying, GameStateGameOver } GameState; typedef struct { int x; int y; } Point; typedef struct { Point position; int hp; } Player; typedef struct { Point position; int hp; } Zombie; typedef struct { Point position; } Projectile; typedef struct { GameState game_state; Player player; size_t zombies_count; Zombie* zombies[ZOMBIES_MAX]; size_t projectiles_count; Projectile* projectiles[PROJECTILES_MAX]; uint16_t score; bool input_shoot; } PluginState; static void render_callback(Canvas* const canvas, void* ctx) { const PluginState* plugin_state = acquire_mutex((ValueMutex*)ctx, 25); if(plugin_state == NULL) { return; } canvas_draw_frame(canvas, 0, 0, 128, 64); canvas_set_font(canvas, FontPrimary); canvas_draw_str_aligned( canvas, plugin_state->player.position.x, plugin_state->player.position.y, AlignCenter, AlignCenter, "@"); canvas_draw_line(canvas, WALL_X, 0, WALL_X, 64); canvas_draw_line(canvas, WALL_X + 2, 4, WALL_X + 2, 59); for(int i = 0; i < PROJECTILES_MAX; ++i) { Projectile* p = plugin_state->projectiles[i]; if(p != NULL) { canvas_draw_disc(canvas, p->position.x, p->position.y, 3); } } for(int i = 0; i < ZOMBIES_MAX; ++i) { Zombie* z = plugin_state->zombies[i]; if(z != NULL) { for(int h = 0; h < ZOMBIES_HEIGHT; h++) { for(int w = 0; w < ZOMBIES_WIDTH; w++) { // Switch animation int zIdx = 0; if(z->position.x % 2 == 0) { zIdx = 1; } // Draw zombie pixels if(zombie_array[zIdx][h][w] == 1) { int x = z->position.x + w; int y = z->position.y + h; canvas_draw_dot(canvas, x, y); } } } } } int heart; if((plugin_state->player.hp - 10) > 5) { // 16, 17, 18, 19, 20 heart = 0; } else if((plugin_state->player.hp - 5) > 5) { // 11, 12, 13, 14, 15 heart = 1; } else if((plugin_state->player.hp - 3) > 2) { // 6, 7, 8, 9, 10 heart = 2; } else if(plugin_state->player.hp > 0) { // 1, 2, 3, 4, 5 heart = 3; } else { // 0 heart = 4; } // visual representation of health for(int h = 0; h < 5; h++) { for(int w = 0; w < 5; w++) { if(heart_array[heart][h][w] == 1) { int x = 124 - w; int y = 56 + h; canvas_draw_dot(canvas, x, y); } } } // buffer hp + score char hpBuffer[8]; char scoreBuffer[14]; if(plugin_state->game_state == GameStatePlaying) { // display ammo / reload if(plugin_state->projectiles_count >= PROJECTILES_MAX) { canvas_draw_str_aligned(canvas, 24, 10, AlignLeft, AlignCenter, "RELOAD"); } else { for(uint8_t i = 0; i < (PROJECTILES_MAX - plugin_state->projectiles_count); i++) { canvas_draw_box(canvas, 24 + (4 * i), 6, 2, 4); } } // display hp + score snprintf(hpBuffer, sizeof(hpBuffer), "%u", plugin_state->player.hp); canvas_draw_str_aligned(canvas, 118, 62, AlignRight, AlignBottom, hpBuffer); snprintf(scoreBuffer, sizeof(scoreBuffer), "%u", plugin_state->score); canvas_draw_str_aligned(canvas, 126, 10, AlignRight, AlignBottom, scoreBuffer); } // Game Over banner if(plugin_state->game_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); snprintf(scoreBuffer, sizeof(scoreBuffer), "Score: %u", plugin_state->score); canvas_draw_str_aligned(canvas, 64, 41, AlignCenter, AlignBottom, scoreBuffer); } //char* info = (char*)malloc(16 * sizeof(char)); //asprintf(&info, "%d, %d", plugin_state->x, plugin_state->y); //canvas_draw_str_aligned(canvas, 32, 16, AlignLeft, AlignBottom, info); //free(info); release_mutex((ValueMutex*)ctx, plugin_state); } static void input_callback(InputEvent* input_event, FuriMessageQueue* event_queue) { furi_assert(event_queue); PluginEvent event = {.type = EventTypeKey, .input = *input_event}; furi_message_queue_put(event_queue, &event, FuriWaitForever); } static void tick(PluginState* const plugin_state) { if(plugin_state->input_shoot && (plugin_state->projectiles_count < PROJECTILES_MAX)) { Projectile* p = (Projectile*)malloc(sizeof(Projectile)); p->position.x = plugin_state->player.position.x; p->position.y = plugin_state->player.position.y; size_t idx = plugin_state->projectiles_count; plugin_state->projectiles[idx] = p; plugin_state->projectiles_count += 1; } for(int i = 0; i < ZOMBIES_MAX; ++i) { if(!plugin_state->zombies[i]) { Zombie* z = (Zombie*)malloc(sizeof(Zombie)); //z->hp = 20; z->position.x = 126; z->position.y = MIN_Y + (rand() % (MAX_Y - MIN_Y)); plugin_state->zombies[i] = z; plugin_state->zombies_count += 1; } } for(int i = 0; i < PROJECTILES_MAX; ++i) { Projectile* p = plugin_state->projectiles[i]; if(p != NULL) { p->position.x += 2; for(int i = 0; i < ZOMBIES_MAX; ++i) { Zombie* z = plugin_state->zombies[i]; if(z != NULL) { if( // projectile close enough to zombie (((z->position.x - p->position.x) <= 2) && ((z->position.y - p->position.y) <= 4)) && (((p->position.x - z->position.x) <= 2) && ((p->position.y - z->position.y) <= 6))) { //z->hp -= 5; //if(z->hp <= 0) { plugin_state->zombies_count -= 1; free(z); plugin_state->zombies[i] = NULL; plugin_state->score++; //if(plugin_state->score % 15 == 0) DOLPHIN_DEED(getRandomDeed()); //} } else if(z->position.x <= WALL_X && z->position.x > 0) { // zombie got to the wall plugin_state->zombies_count -= 1; free(z); plugin_state->zombies[i] = NULL; if(plugin_state->player.hp > 0) { plugin_state->player.hp--; } else { plugin_state->game_state = GameStateGameOver; } } else { if(furi_get_tick() % 2 == 0) z->position.x--; } } } if(p->position.x >= 128) { free(p); plugin_state->projectiles[i] = NULL; } } } plugin_state->input_shoot = false; } static void timer_callback(void* ctx) { furi_assert(ctx); FuriMessageQueue* event_queue = ctx; PluginEvent event = {.type = EventTypeTick}; furi_message_queue_put(event_queue, &event, 0); } static void zombiez_state_init(PluginState* const plugin_state) { plugin_state->player.position.x = PLAYER_START_X; plugin_state->player.position.y = PLAYER_START_Y; plugin_state->player.hp = 20; plugin_state->projectiles_count = 0; plugin_state->zombies_count = 0; plugin_state->score = 0; for(int i = 0; i < PROJECTILES_MAX; i++) { plugin_state->projectiles[i] = NULL; } for(int i = 0; i < ZOMBIES_MAX; i++) { plugin_state->zombies[i] = NULL; } plugin_state->game_state = GameStatePlaying; plugin_state->input_shoot = false; } int32_t zombiez_game_app(void* p) { UNUSED(p); uint32_t return_code = 0; FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(PluginEvent)); PluginState* plugin_state = malloc(sizeof(PluginState)); zombiez_state_init(plugin_state); ValueMutex state_mutex; if(!init_mutex(&state_mutex, plugin_state, sizeof(PluginState))) { FURI_LOG_E("Zombiez", "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, render_callback, &state_mutex); view_port_input_callback_set(view_port, input_callback, event_queue); FuriTimer* timer = furi_timer_alloc(timer_callback, FuriTimerTypePeriodic, event_queue); furi_timer_start(timer, furi_kernel_get_tick_frequency() / 22); // Open GUI and register view_port Gui* gui = furi_record_open(RECORD_GUI); gui_add_view_port(gui, view_port, GuiLayerFullscreen); PluginEvent event; bool isRunning = true; while(isRunning) { FuriStatus event_status = furi_message_queue_get(event_queue, &event, 100); PluginState* plugin_state = (PluginState*)acquire_mutex_block(&state_mutex); if(event_status == FuriStatusOk) { if(event.type == EventTypeKey) { if(event.input.type == InputTypePress) { switch(event.input.key) { case InputKeyUp: if(plugin_state->player.position.y > MIN_Y && plugin_state->game_state == GameStatePlaying) { plugin_state->player.position.y--; } break; case InputKeyDown: if(plugin_state->player.position.y < MAX_Y && plugin_state->game_state == GameStatePlaying) { plugin_state->player.position.y++; } break; case InputKeyOk: if(plugin_state->projectiles_count < PROJECTILES_MAX && plugin_state->game_state == GameStatePlaying) { plugin_state->input_shoot = true; } break; case InputKeyBack: break; default: break; } } else if( event.input.type == InputTypeRepeat && plugin_state->game_state == GameStatePlaying) { switch(event.input.key) { case InputKeyUp: if(plugin_state->player.position.y > (MIN_Y + 1)) { plugin_state->player.position.y -= 4; } break; case InputKeyDown: if(plugin_state->player.position.y < (MAX_Y - 1)) { plugin_state->player.position.y += 4; } break; default: break; } } else if(event.input.type == InputTypeLong) { if(event.input.key == InputKeyOk) { if(plugin_state->game_state == GameStateGameOver) { zombiez_state_init(plugin_state); } else if(plugin_state->projectiles_count >= PROJECTILES_MAX) { plugin_state->projectiles_count = 0; plugin_state->player.hp++; } } else if(event.input.key == InputKeyBack) { isRunning = false; } } } else if(event.type == EventTypeTick) { tick(plugin_state); } } else { // event timeout } view_port_update(view_port); release_mutex(&state_mutex, plugin_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: free(plugin_state); furi_message_queue_free(event_queue); return return_code; }