mirror of
https://github.com/DarkFlippers/unleashed-firmware
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599 lines
17 KiB
C
599 lines
17 KiB
C
//
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// Created by moh on 30.11.2021.
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//
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// Ported to latest firmware by @xMasterX - 18 Oct 2022
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//
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#include <string.h>
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#include "hede_assets.h"
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#include "heap_defence_icons.h"
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#include <furi.h>
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#include <gui/gui.h>
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#include <input/input.h>
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#include <notification/notification.h>
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#include <notification/notification_messages.h>
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#include <gui/canvas_i.h>
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#include <dolphin/dolphin.h>
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#define Y_FIELD_SIZE 6
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#define Y_LAST (Y_FIELD_SIZE - 1)
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#define X_FIELD_SIZE 12
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#define X_LAST (X_FIELD_SIZE - 1)
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#define DRAW_X_OFFSET 4
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#define TAG "HeDe"
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#define BOX_HEIGHT 10
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#define BOX_WIDTH 10
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#define TIMER_UPDATE_FREQ 8
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#define BOX_GENERATION_RATE 15
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static IconAnimation* BOX_DESTROYED;
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static const Icon* boxes[] = {
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(Icon*)&A_HD_BoxDestroyed_10x10,
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&I_Box1_10x10,
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&I_Box2_10x10,
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&I_Box3_10x10,
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&I_Box4_10x10,
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&I_Box5_10x10};
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static uint8_t BOX_TEXTURE_COUNT = sizeof(boxes) / sizeof(Icon*);
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typedef enum {
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AnimationGameOver = 0,
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AnimationPause,
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AnimationLeft,
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AnimationRight,
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} Animations;
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static IconAnimation* animations[4];
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typedef u_int8_t byte;
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typedef enum {
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GameStatusVibro = 1 << 0,
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GameStatusInProgress = 1 << 1,
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} GameStatuses;
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typedef struct {
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uint8_t x;
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uint8_t y;
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} Position;
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typedef enum { PlayerRising = 1, PlayerFalling = -1, PlayerNothing = 0 } PlayerStates;
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typedef struct {
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Position p;
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int8_t x_direction;
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int8_t j_tick;
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int8_t h_tick;
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int8_t states;
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bool right_frame;
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} Person;
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typedef struct {
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uint8_t offset : 4;
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uint8_t box_id : 3;
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uint8_t exists : 1;
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} Box;
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static const uint8_t ROW_BYTE_SIZE = sizeof(Box) * X_FIELD_SIZE;
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typedef struct {
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Box** field;
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Person* person;
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Animations animation;
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GameStatuses game_status;
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FuriMutex* mutex;
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} GameState;
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typedef Box** Field;
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typedef enum { EventGameTick, EventKeyPress } EventType;
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typedef struct {
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EventType type;
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InputEvent input;
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} GameEvent;
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/**
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* #Construct / Destroy
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*/
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static void game_reset_field_and_player(GameState* game) {
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///Reset field
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bzero(game->field[0], X_FIELD_SIZE * Y_FIELD_SIZE * sizeof(Box));
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///Reset person
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bzero(game->person, sizeof(Person));
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game->person->p.x = X_FIELD_SIZE / 2;
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game->person->p.y = Y_LAST;
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}
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static GameState* allocGameState() {
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GameState* game = malloc(sizeof(GameState));
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game->person = malloc(sizeof(Person));
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game->field = malloc(Y_FIELD_SIZE * sizeof(Box*));
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game->field[0] = malloc(X_FIELD_SIZE * Y_FIELD_SIZE * sizeof(Box));
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for(int y = 1; y < Y_FIELD_SIZE; ++y) {
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game->field[y] = game->field[0] + (y * X_FIELD_SIZE);
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}
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game_reset_field_and_player(game);
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game->game_status = GameStatusInProgress;
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return game;
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}
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static void game_destroy(GameState* game) {
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furi_assert(game);
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free(game->field[0]);
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free(game->field);
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free(game);
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}
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static void assets_load() {
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/// Init animations
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animations[AnimationPause] = icon_animation_alloc(&A_HD_start_128x64);
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animations[AnimationGameOver] = icon_animation_alloc(&A_HD_game_over_128x64);
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animations[AnimationLeft] = icon_animation_alloc(&A_HD_person_left_10x20);
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animations[AnimationRight] = icon_animation_alloc(&A_HD_person_right_10x20);
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BOX_DESTROYED = icon_animation_alloc(&A_HD_BoxDestroyed_10x10);
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icon_animation_start(animations[AnimationLeft]);
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icon_animation_start(animations[AnimationRight]);
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}
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static void assets_clear() {
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for(int i = 0; i < 4; ++i) {
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icon_animation_stop(animations[i]);
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icon_animation_free(animations[i]);
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}
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icon_animation_free(BOX_DESTROYED);
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}
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/**
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* Box utils
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*/
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static inline bool is_empty(Box* box) {
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return !box->exists;
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}
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static inline bool has_dropped(Box* box) {
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return box->offset == 0;
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}
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static Box* get_upper_box(Field field, Position current) {
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return (&field[current.y - 1][current.x]);
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}
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static Box* get_lower_box(Field field, Position current) {
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return (&field[current.y + 1][current.x]);
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}
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static Box* get_next_box(Field field, Position current, int x_direction) {
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return (&field[current.y][current.x + x_direction]);
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}
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static inline void decrement_y_offset_to_zero(Box* n) {
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if(n->offset) --n->offset;
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}
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static inline void heap_swap(Box* first, Box* second) {
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Box temp = *first;
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*first = *second;
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*second = temp;
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}
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/**
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* #Box logic
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*/
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static void generate_box(GameState const* game) {
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furi_assert(game);
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static byte tick_count = BOX_GENERATION_RATE;
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if(tick_count++ != BOX_GENERATION_RATE) {
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return;
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}
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tick_count = 0;
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int x_offset = rand() % X_FIELD_SIZE;
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while(game->field[1][x_offset].exists) {
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x_offset = rand() % X_FIELD_SIZE;
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}
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game->field[1][x_offset].exists = true;
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game->field[1][x_offset].offset = BOX_HEIGHT;
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game->field[1][x_offset].box_id = (rand() % (BOX_TEXTURE_COUNT - 1)) + 1;
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}
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static void drop_box(GameState* game) {
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furi_assert(game);
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for(int y = Y_LAST; y > 0; y--) {
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for(int x = 0; x < X_FIELD_SIZE; x++) {
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Box* current_box = game->field[y] + x;
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Box* upper_box = game->field[y - 1] + x;
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if(y == Y_LAST) {
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decrement_y_offset_to_zero(current_box);
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}
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decrement_y_offset_to_zero(upper_box);
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if(is_empty(current_box) && !is_empty(upper_box) && has_dropped(upper_box)) {
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upper_box->offset = BOX_HEIGHT;
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heap_swap(current_box, upper_box);
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}
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}
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}
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}
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static bool clear_rows(Box** field) {
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for(int x = 0; x < X_FIELD_SIZE; ++x) {
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if(is_empty(field[Y_LAST] + x) || !has_dropped(field[Y_LAST] + x)) {
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return false;
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}
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}
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memset(field[Y_LAST], 128, ROW_BYTE_SIZE);
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return true;
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}
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/**
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* Input Handling
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*/
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static inline bool on_ground(Person* person, Field field) {
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return person->p.y == Y_LAST || field[person->p.y + 1][person->p.x].exists;
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}
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static void handle_key_presses(Person* person, InputEvent* input, GameState* game) {
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switch(input->key) {
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case InputKeyUp:
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if(person->states == PlayerNothing && on_ground(person, game->field)) {
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person->states = PlayerRising;
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person->j_tick = 0;
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}
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break;
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case InputKeyLeft:
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person->right_frame = false;
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if(person->h_tick == 0) {
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person->h_tick = 1;
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person->x_direction = -1;
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}
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break;
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case InputKeyRight:
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person->right_frame = true;
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if(person->h_tick == 0) {
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person->h_tick = 1;
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person->x_direction = 1;
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}
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break;
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case InputKeyOk:
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game->game_status &= ~GameStatusInProgress;
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game->animation = AnimationPause;
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icon_animation_start(animations[AnimationPause]);
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default:
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break;
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}
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}
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/**
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* #Person logic
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*/
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static inline bool ground_box_check(Field field, Position new_position) {
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Box* lower_box = get_lower_box(field, new_position);
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bool ground_box_dropped =
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(new_position.y == Y_LAST || //Eсли мы и так в самом низу
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is_empty(lower_box) || // Ecли снизу пустота
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has_dropped(lower_box)); //Eсли бокс снизу допадал
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return ground_box_dropped;
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}
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static inline bool is_movable(Field field, Position box_pos, int x_direction) {
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//TODO::Moжет и не двух, предположение
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bool out_of_bounds = box_pos.x == 0 || box_pos.x == X_LAST;
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if(out_of_bounds) return false;
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bool box_on_top = box_pos.y < 1 || get_upper_box(field, box_pos)->exists;
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if(box_on_top) return false;
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bool has_next_box = get_next_box(field, box_pos, x_direction)->exists;
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if(has_next_box) return false;
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return true;
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}
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static bool horizontal_move(Person* person, Field field) {
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Position new_position = person->p;
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if(!person->x_direction) return false;
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new_position.x += person->x_direction;
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bool on_edge_column = new_position.x > X_LAST;
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if(on_edge_column) return false;
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if(is_empty(&field[new_position.y][new_position.x])) {
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bool ground_box_dropped = ground_box_check(field, new_position);
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if(ground_box_dropped) {
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person->p = new_position;
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return true;
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}
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} else if(is_movable(field, new_position, person->x_direction)) {
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*get_next_box(field, new_position, person->x_direction) =
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field[new_position.y][new_position.x];
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field[new_position.y][new_position.x] = (Box){0};
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person->p = new_position;
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return true;
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}
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return false;
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}
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void hd_person_set_state(Person* person, PlayerStates state) {
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person->states = state;
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person->j_tick = 0;
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}
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static void person_move(Person* person, Field field) {
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/// Left-right logic
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FURI_LOG_W(TAG, "[JUMP]func:[%s] line: %d", __FUNCTION__, __LINE__);
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if(person->states == PlayerNothing) {
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if(!on_ground(person, field)) {
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hd_person_set_state(person, PlayerFalling);
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}
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} else if(person->states == PlayerRising) {
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if(person->j_tick++ == 0) {
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person->p.y--;
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} else if(person->j_tick == 6) {
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hd_person_set_state(person, PlayerNothing);
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}
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/// Destroy upper box
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get_upper_box(field, person->p)->box_id = 0;
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field[person->p.y][person->p.x].box_id = 0;
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} else if(person->states == PlayerFalling) {
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if(person->j_tick++ == 0) {
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if(on_ground(person, field)) { // TODO: Test the bugfix
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hd_person_set_state(person, PlayerNothing);
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} else {
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person->p.y++;
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}
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} else if(person->j_tick == 5) {
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if(on_ground(person, field)) {
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hd_person_set_state(person, PlayerNothing);
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} else {
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hd_person_set_state(person, PlayerFalling);
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}
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}
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}
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switch(person->h_tick) {
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case 0:
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break;
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case 1:
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person->h_tick++;
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FURI_LOG_W(TAG, "[JUMP]func:[%s] line: %d", __FUNCTION__, __LINE__);
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bool moved = horizontal_move(person, field);
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if(!moved) {
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person->h_tick = 0;
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person->x_direction = 0;
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}
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break;
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case 5:
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FURI_LOG_W(TAG, "[JUMP]func:[%s] line: %d", __FUNCTION__, __LINE__);
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person->h_tick = 0;
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person->x_direction = 0;
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break;
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default:
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FURI_LOG_W(TAG, "[JUMP]func:[%s] line: %d", __FUNCTION__, __LINE__);
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person->h_tick++;
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}
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}
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static inline bool is_person_dead(Person* person, Box** field) {
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return get_upper_box(field, person->p)->box_id != 0;
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}
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/**
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* #Callback
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*/
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static void draw_box(Canvas* canvas, Box* box, int x, int y) {
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if(is_empty(box)) {
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return;
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}
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byte y_screen = y * BOX_HEIGHT - box->offset;
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byte x_screen = x * BOX_WIDTH + DRAW_X_OFFSET;
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if(box->box_id == 0) {
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canvas_set_bitmap_mode(canvas, true);
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icon_animation_start(BOX_DESTROYED);
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canvas_draw_icon_animation(canvas, x_screen, y_screen, BOX_DESTROYED);
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if(icon_animation_is_last_frame(BOX_DESTROYED)) {
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*box = (Box){0};
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icon_animation_stop(BOX_DESTROYED);
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}
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canvas_set_bitmap_mode(canvas, false);
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} else {
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canvas_draw_icon(canvas, x_screen, y_screen, boxes[box->box_id]);
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}
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}
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static void heap_defense_render_callback(Canvas* const canvas, void* mutex) {
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furi_assert(mutex);
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const GameState* game = mutex;
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furi_mutex_acquire(game->mutex, FuriWaitForever);
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///Draw GameOver or Pause
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if(!(game->game_status & GameStatusInProgress)) {
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FURI_LOG_W(TAG, "[DAED_DRAW]func: [%s] line: %d ", __FUNCTION__, __LINE__);
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canvas_draw_icon_animation(canvas, 0, 0, animations[game->animation]);
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furi_mutex_release(game->mutex);
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return;
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}
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///Draw field
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canvas_draw_icon(canvas, 0, 0, &I_Background_128x64);
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///Draw Person
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const Person* person = game->person;
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IconAnimation* player_animation = person->right_frame ? animations[AnimationRight] :
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animations[AnimationLeft];
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uint8_t x_screen = person->p.x * BOX_WIDTH + DRAW_X_OFFSET;
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if(person->h_tick && person->h_tick != 1) {
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if(person->right_frame) {
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x_screen += (person->h_tick) * 2 - BOX_WIDTH;
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} else {
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x_screen -= (person->h_tick) * 2 - BOX_WIDTH;
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}
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}
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uint8_t y_screen = (person->p.y - 1) * BOX_HEIGHT;
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if(person->j_tick) {
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if(person->states == PlayerRising) {
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y_screen += BOX_HEIGHT - (person->j_tick) * 2;
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} else if(person->states == PlayerFalling) {
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y_screen -= BOX_HEIGHT - (person->j_tick) * 2;
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}
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}
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canvas_draw_icon_animation(canvas, x_screen, y_screen, player_animation);
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///Draw Boxes
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canvas_set_color(canvas, ColorBlack);
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for(int y = 1; y < Y_FIELD_SIZE; ++y) {
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for(int x = 0; x < X_FIELD_SIZE; ++x) {
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draw_box(canvas, &(game->field[y][x]), x, y);
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}
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}
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furi_mutex_release(game->mutex);
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}
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static void heap_defense_input_callback(InputEvent* input_event, FuriMessageQueue* event_queue) {
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if(input_event->type != InputTypePress && input_event->type != InputTypeLong) return;
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furi_assert(event_queue);
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GameEvent event = {.type = EventKeyPress, .input = *input_event};
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furi_message_queue_put(event_queue, &event, FuriWaitForever);
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}
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static void heap_defense_timer_callback(FuriMessageQueue* event_queue) {
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furi_assert(event_queue);
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GameEvent event;
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event.type = EventGameTick;
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event.input = (InputEvent){0};
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furi_message_queue_put(event_queue, &event, 0);
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}
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int32_t heap_defence_app(void* p) {
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UNUSED(p);
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//FURI_LOG_W(TAG, "Heap defence start %d", __LINE__);
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FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(GameEvent));
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GameState* game = allocGameState();
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game->mutex = furi_mutex_alloc(FuriMutexTypeNormal);
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if(!game->mutex) {
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game_destroy(game);
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return 1;
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}
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assets_load();
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ViewPort* view_port = view_port_alloc();
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view_port_draw_callback_set(view_port, heap_defense_render_callback, game);
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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(RECORD_GUI);
|
||
gui_add_view_port(gui, view_port, GuiLayerFullscreen);
|
||
|
||
NotificationApp* notification = furi_record_open(RECORD_NOTIFICATION);
|
||
|
||
memset(game->field[Y_LAST], 128, ROW_BYTE_SIZE);
|
||
game->person->p.y -= 2;
|
||
game->game_status = 0;
|
||
game->animation = AnimationPause;
|
||
|
||
// Call dolphin deed on game start
|
||
DOLPHIN_DEED(DolphinDeedPluginGameStart);
|
||
|
||
GameEvent event = {0};
|
||
while(event.input.key != InputKeyBack) {
|
||
if(furi_message_queue_get(event_queue, &event, 100) != FuriStatusOk) {
|
||
continue;
|
||
}
|
||
|
||
furi_mutex_acquire(game->mutex, FuriWaitForever);
|
||
|
||
//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);
|
||
}
|
||
}
|
||
furi_mutex_release(game->mutex);
|
||
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(RECORD_GUI);
|
||
furi_record_close(RECORD_NOTIFICATION);
|
||
furi_message_queue_free(event_queue);
|
||
assets_clear();
|
||
furi_mutex_free(game->mutex);
|
||
game_destroy(game);
|
||
|
||
return 0;
|
||
}
|