// // Created by moh on 30.11.2021. // // Ported to latest firmware by @xMasterX - 18 Oct 2022 // #include #include "hede_assets.h" #include "heap_defence_icons.h" #include #include #include #include #include #include #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; }