#include #include #include #include #include #include #include #include "includes/point.h" #include "includes/barry.h" #include "includes/scientist.h" #include "includes/particle.h" #include "includes/coin.h" #include "includes/missile.h" #include "includes/background_assets.h" #include "includes/game_state.h" #define TAG "Jetpack Joyride" #define SAVING_DIRECTORY "/ext/apps/Games" #define SAVING_FILENAME SAVING_DIRECTORY "/jetpack.save" static GameState* global_state; typedef enum { EventTypeTick, EventTypeKey, } EventType; typedef struct { EventType type; InputEvent input; } GameEvent; typedef struct { int max_distance; int total_coins; } SaveGame; static SaveGame save_game; static bool storage_game_state_load() { 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, &save_game, sizeof(SaveGame)); storage_file_close(file); storage_file_free(file); furi_record_close(RECORD_STORAGE); return bytes_readed == sizeof(SaveGame); } static void storage_game_state_save() { 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, &save_game, sizeof(SaveGame)); } storage_file_close(file); storage_file_free(file); furi_record_close(RECORD_STORAGE); } void handle_death() { global_state->state = GameStateGameOver; global_state->new_highscore = global_state->distance > save_game.max_distance; if(global_state->distance > save_game.max_distance) { save_game.max_distance = global_state->distance; } save_game.total_coins += global_state->total_coins; storage_game_state_save(); } static void jetpack_game_state_init(GameState* const game_state) { UNUSED(game_state); UNUSED(storage_game_state_save); BARRY barry; barry.gravity = 0; barry.point.x = 32 + 5; barry.point.y = 32; barry.isBoosting = false; GameSprites sprites; sprites.barry = icon_animation_alloc(&A_barry); sprites.barry_infill = &I_barry_infill; sprites.scientist_left = (&I_scientist_left); sprites.scientist_left_infill = (&I_scientist_left_infill); sprites.scientist_right = (&I_scientist_right); sprites.scientist_right_infill = (&I_scientist_right_infill); sprites.coin = (&I_coin); sprites.coin_infill = (&I_coin_infill); sprites.missile = icon_animation_alloc(&A_missile); sprites.missile_infill = &I_missile_infill; sprites.alert = icon_animation_alloc(&A_alert); icon_animation_start(sprites.barry); icon_animation_start(sprites.missile); icon_animation_start(sprites.alert); game_state->barry = barry; game_state->total_coins = 0; game_state->distance = 0; game_state->new_highscore = false; game_state->sprites = sprites; game_state->state = GameStateLife; game_state->death_handler = handle_death; memset(game_state->bg_assets, 0, sizeof(game_state->bg_assets)); memset(game_state->scientists, 0, sizeof(game_state->scientists)); memset(game_state->coins, 0, sizeof(game_state->coins)); memset(game_state->particles, 0, sizeof(game_state->particles)); memset(game_state->missiles, 0, sizeof(game_state->missiles)); } static void jetpack_game_state_free(GameState* const game_state) { icon_animation_free(game_state->sprites.barry); icon_animation_free(game_state->sprites.missile); icon_animation_free(game_state->sprites.alert); free(game_state); } static void jetpack_game_tick(GameState* const game_state) { if(game_state->state == GameStateGameOver) return; barry_tick(&game_state->barry); game_state_tick(game_state); coin_tick(game_state->coins, &game_state->barry, &game_state->total_coins); particle_tick(game_state->particles, game_state->scientists); scientist_tick(game_state->scientists); missile_tick(game_state->missiles, &game_state->barry, game_state->death_handler); background_assets_tick(game_state->bg_assets); // generate background every 64px aka. ticks if(game_state->distance % 64 == 0 && rand() % 3 == 0) { spawn_random_background_asset(game_state->bg_assets); } if(game_state->distance % 48 == 0 && rand() % 2 == 0) { spawn_random_coin(game_state->coins); } if(game_state->distance % get_rocket_spawn_distance(game_state->distance) == 0 && rand() % 2 == 0) { spawn_random_missile(game_state->missiles); } spawn_random_scientist(game_state->scientists); if(game_state->barry.isBoosting) { spawn_random_particles(game_state->particles, &game_state->barry); } } static void jetpack_game_render_callback(Canvas* const canvas, void* ctx) { furi_assert(ctx); const GameState* game_state = ctx; furi_mutex_acquire(game_state->mutex, FuriWaitForever); if(game_state->state == GameStateLife) { canvas_set_bitmap_mode(canvas, false); draw_background_assets(game_state->bg_assets, canvas, game_state->distance); canvas_set_bitmap_mode(canvas, true); draw_coins(game_state->coins, canvas, &game_state->sprites); draw_scientists(game_state->scientists, canvas, &game_state->sprites); draw_particles(game_state->particles, canvas); draw_missiles(game_state->missiles, canvas, &game_state->sprites); draw_barry(&game_state->barry, canvas, &game_state->sprites); canvas_set_color(canvas, ColorBlack); canvas_set_font(canvas, FontSecondary); char buffer[12]; snprintf(buffer, sizeof(buffer), "%u m", game_state->distance / 10); canvas_draw_str_aligned(canvas, 123, 15, AlignRight, AlignBottom, buffer); snprintf(buffer, sizeof(buffer), "$%u", game_state->total_coins); canvas_draw_str_aligned(canvas, 5, 15, AlignLeft, AlignBottom, buffer); } if(game_state->state == GameStateGameOver) { // Show highscore char buffer[64]; canvas_set_font(canvas, FontSecondary); canvas_draw_str_aligned(canvas, 64, 5, AlignCenter, AlignTop, "You flew"); snprintf( buffer, sizeof(buffer), game_state->new_highscore ? "%u m (new best)" : "%u m", game_state->distance / 10); canvas_set_font(canvas, FontPrimary); canvas_draw_str_aligned(canvas, 64, 16, AlignCenter, AlignTop, buffer); canvas_set_font(canvas, FontSecondary); canvas_draw_str_aligned(canvas, 64, 30, AlignCenter, AlignTop, "and collected"); snprintf(buffer, sizeof(buffer), "$%u", game_state->total_coins); canvas_set_font(canvas, FontPrimary); canvas_draw_str_aligned(canvas, 64, 41, AlignCenter, AlignTop, buffer); snprintf( buffer, sizeof(buffer), "Best: %u m, Tot: $%u", save_game.max_distance / 10, save_game.total_coins); canvas_set_font(canvas, FontSecondary); canvas_draw_str_aligned(canvas, 64, 63, AlignCenter, AlignBottom, buffer); canvas_draw_rframe(canvas, 0, 3, 128, 49, 5); // char buffer[12]; // snprintf(buffer, sizeof(buffer), "Dist: %u", game_state->distance); // canvas_draw_str_aligned(canvas, 123, 12, AlignRight, AlignBottom, buffer); // snprintf(buffer, sizeof(buffer), "Score: %u", game_state->points); // canvas_draw_str_aligned(canvas, 5, 12, AlignLeft, AlignBottom, buffer); // canvas_draw_str_aligned(canvas, 64, 34, AlignCenter, AlignCenter, "Highscore:"); // snprintf(buffer, sizeof(buffer), "Dist: %u", save_game.max_distance); // canvas_draw_str_aligned(canvas, 123, 50, AlignRight, AlignBottom, buffer); // snprintf(buffer, sizeof(buffer), "Score: %u", save_game.max_score); // canvas_draw_str_aligned(canvas, 5, 50, AlignLeft, AlignBottom, buffer); // canvas_draw_str_aligned(canvas, 64, 32, AlignCenter, AlignCenter, "boom."); // if(furi_timer_is_running(game_state->timer)) { // furi_timer_start(game_state->timer, 0); // } } // canvas_draw_frame(canvas, 0, 0, 128, 64); furi_mutex_release(game_state->mutex); } static void jetpack_game_input_callback(InputEvent* input_event, FuriMessageQueue* event_queue) { furi_assert(event_queue); GameEvent event = {.type = EventTypeKey, .input = *input_event}; furi_message_queue_put(event_queue, &event, FuriWaitForever); } static void jetpack_game_update_timer_callback(FuriMessageQueue* event_queue) { furi_assert(event_queue); GameEvent event = {.type = EventTypeTick}; furi_message_queue_put(event_queue, &event, 0); } int32_t jetpack_game_app(void* p) { UNUSED(p); int32_t return_code = 0; if(!storage_game_state_load()) { memset(&save_game, 0, sizeof(save_game)); } FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(GameEvent)); GameState* game_state = malloc(sizeof(GameState)); global_state = game_state; jetpack_game_state_init(game_state); game_state->mutex = furi_mutex_alloc(FuriMutexTypeNormal); if(!game_state->mutex) { FURI_LOG_E(TAG, "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, jetpack_game_render_callback, game_state); view_port_input_callback_set(view_port, jetpack_game_input_callback, event_queue); FuriTimer* timer = furi_timer_alloc(jetpack_game_update_timer_callback, FuriTimerTypePeriodic, event_queue); furi_timer_start(timer, furi_kernel_get_tick_frequency() / 25); game_state->timer = timer; // Open GUI and register view_port Gui* gui = furi_record_open(RECORD_GUI); gui_add_view_port(gui, view_port, GuiLayerFullscreen); GameEvent event; for(bool processing = true; processing;) { FuriStatus event_status = furi_message_queue_get(event_queue, &event, 100); furi_mutex_acquire(game_state->mutex, FuriWaitForever); if(event_status == FuriStatusOk) { // press events if(event.type == EventTypeKey) { if(event.input.type == InputTypeRelease && event.input.key == InputKeyOk) { game_state->barry.isBoosting = false; } // Reset highscore, for debug purposes if(event.input.type == InputTypeLong && event.input.key == InputKeyLeft) { save_game.max_distance = 0; save_game.total_coins = 0; storage_game_state_save(); } if(event.input.type == InputTypePress) { switch(event.input.key) { case InputKeyUp: break; case InputKeyDown: break; case InputKeyRight: break; case InputKeyLeft: break; case InputKeyOk: if(game_state->state == GameStateGameOver) { jetpack_game_state_init(game_state); } if(game_state->state == GameStateLife) { // Do something game_state->barry.isBoosting = true; } break; case InputKeyBack: processing = false; break; default: break; } } } else if(event.type == EventTypeTick) { jetpack_game_tick(game_state); } } view_port_update(view_port); furi_mutex_release(game_state->mutex); } 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); furi_mutex_free(game_state->mutex); free_and_exit: jetpack_game_state_free(game_state); furi_message_queue_free(event_queue); return return_code; }