mirror of
https://github.com/DarkFlippers/unleashed-firmware
synced 2024-12-26 04:33:07 +00:00
256 lines
No EOL
7.4 KiB
C
256 lines
No EOL
7.4 KiB
C
#include <furi.h>
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#include <gui/gui.h>
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#include <input/input.h>
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#include <stdlib.h>
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#include "bird.h"
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#define TAG "Flappy"
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#define FLAPPY_BIRD_HEIGHT 15
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#define FLAPPY_BIRD_WIDTH 10
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#define FLAPPY_PILAR_MAX 6
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#define FLAPPY_PILAR_DIST 45
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#define FLAPPY_GAB_HEIGHT 25
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#define FLAPPY_GAB_WIDTH 5
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#define FLAPPY_GRAVITY_JUMP -1.1
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#define FLAPPY_GRAVITY_TICK 0.10
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#define FLIPPER_LCD_WIDTH 128
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#define FLIPPER_LCD_HEIGHT 64
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typedef enum {
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EventTypeTick,
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EventTypeKey,
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} EventType;
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typedef struct {
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int x;
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int y;
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} POINT;
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typedef struct {
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float gravity;
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POINT point;
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}BIRD;
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typedef struct {
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POINT point;
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int height;
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int visible;
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int passed;
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} PILAR;
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typedef struct {
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BIRD bird;
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int points;
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int pilars_count;
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PILAR pilars[FLAPPY_PILAR_MAX];
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} GameState;
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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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typedef enum {
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DirectionUp,
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DirectionRight,
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DirectionDown,
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DirectionLeft,
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} Direction;
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static void flappy_game_random_pilar(GameState* const game_state) {
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PILAR pilar;
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pilar.visible = 1;
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pilar.height = random() % (FLIPPER_LCD_HEIGHT - FLAPPY_GAB_HEIGHT) + 1;
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pilar.point.y = 0;
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pilar.point.x = FLIPPER_LCD_WIDTH + FLAPPY_GAB_WIDTH + 1;
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game_state->pilars_count++;
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game_state->pilars[game_state->pilars_count % FLAPPY_PILAR_MAX] = pilar;
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}
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static void flappy_game_tick(GameState* const game_state) {
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game_state->bird.gravity += FLAPPY_GRAVITY_TICK;
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game_state->bird.point.y += game_state->bird.gravity;
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// Checking the location of the last respawned pilar.
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PILAR * pilar = &game_state->pilars[game_state->pilars_count % FLAPPY_PILAR_MAX];
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if (pilar->point.x == (FLIPPER_LCD_WIDTH - FLAPPY_PILAR_DIST))
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flappy_game_random_pilar(game_state);
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// Updating the position/status of the pilars (visiblity, posotion, game points)
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for (int i = 0; i < FLAPPY_PILAR_MAX; i++) {
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PILAR * pilar = &game_state->pilars[i];
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pilar->point.x--;
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if (pilar != NULL && pilar->visible && pilar->point.x > 0) {
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if (game_state->bird.point.x >= pilar->point.x + FLAPPY_GAB_WIDTH &&
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pilar->passed == 0) {
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pilar->passed = 1;
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game_state->points++;
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}
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if (pilar->point.x < -FLAPPY_PILAR_DIST)
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pilar->visible = 0;
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}
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}
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}
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static void flappy_game_flap(GameState* const game_state) {
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game_state->bird.gravity = FLAPPY_GRAVITY_JUMP;
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}
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static void flappy_game_state_init(GameState* const game_state) {
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BIRD bird;
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bird.gravity = 0.0f;
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bird.point.x = 5;
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bird.point.y = 32;
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game_state->bird = bird;
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game_state->pilars_count = 0;
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memset(game_state->pilars, 0, sizeof(game_state->pilars));
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flappy_game_random_pilar(game_state);
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}
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static void flappy_game_render_callback(Canvas* const canvas, void* ctx) {
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const GameState* game_state = acquire_mutex((ValueMutex*)ctx, 25);
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if(game_state == NULL) {
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return;
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}
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canvas_draw_frame(canvas, 0, 0, 128, 64);
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// Pilars
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for (int i = 0; i < FLAPPY_PILAR_MAX; i++) {
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const PILAR * pilar = &game_state->pilars[i];
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if (pilar != NULL && pilar->visible) {
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canvas_draw_dot(canvas, pilar->point.x, pilar->point.y + 10);
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canvas_draw_frame(canvas, pilar->point.x, pilar->point.y,
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FLAPPY_GAB_WIDTH, pilar->height);
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canvas_draw_frame(canvas, pilar->point.x, pilar->point.y + pilar->height + FLAPPY_GAB_HEIGHT,
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FLAPPY_GAB_WIDTH, FLIPPER_LCD_HEIGHT - pilar->height - FLAPPY_GAB_HEIGHT);
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}
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}
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// Flappy
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for (int h = 0; h < FLAPPY_BIRD_HEIGHT; h++) {
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for (int w = 0; w < FLAPPY_BIRD_WIDTH; w++) {
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// Switch animation
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int bird = 0;
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if (game_state->bird.gravity < -0.5)
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bird = 1;
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else
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bird = 2;
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// Draw bird pixels
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if (bird_array[bird][h][w] == 1) {
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int x = game_state->bird.point.x + h;
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int y = game_state->bird.point.y + w;
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canvas_draw_dot(canvas, x, y);
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}
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}
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}
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release_mutex((ValueMutex*)ctx, game_state);
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}
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static void flappy_game_input_callback(InputEvent* input_event, osMessageQueueId_t event_queue) {
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furi_assert(event_queue);
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GameEvent event = {.type = EventTypeKey, .input = *input_event};
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osMessageQueuePut(event_queue, &event, 0, osWaitForever);
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}
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static void flappy_game_update_timer_callback(osMessageQueueId_t event_queue) {
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furi_assert(event_queue);
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GameEvent event = {.type = EventTypeTick};
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osMessageQueuePut(event_queue, &event, 0, 0);
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}
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int32_t flappy_game_app(void* p) {
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osMessageQueueId_t event_queue = osMessageQueueNew(8, sizeof(GameEvent), NULL);
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GameState* game_state = malloc(sizeof(GameState));
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flappy_game_state_init(game_state);
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ValueMutex state_mutex;
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if (!init_mutex(&state_mutex, game_state, sizeof(GameState))) {
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FURI_LOG_E(TAG, "cannot create mutex\r\n");
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free(game_state);
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return 255;
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}
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// Set system callbacks
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ViewPort* view_port = view_port_alloc();
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view_port_draw_callback_set(view_port, flappy_game_render_callback, &state_mutex);
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view_port_input_callback_set(view_port, flappy_game_input_callback, event_queue);
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osTimerId_t timer =
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osTimerNew(flappy_game_update_timer_callback, osTimerPeriodic, event_queue, NULL);
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osTimerStart(timer, osKernelGetTickFreq() / 22);
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// Open GUI and register view_port
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Gui* gui = furi_record_open("gui");
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gui_add_view_port(gui, view_port, GuiLayerFullscreen);
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GameEvent event;
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for(bool processing = true; processing;) {
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osStatus_t event_status = osMessageQueueGet(event_queue, &event, NULL, 100);
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GameState* game_state = (GameState*)acquire_mutex_block(&state_mutex);
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if(event_status == osOK) {
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// press events
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if(event.type == EventTypeKey) {
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if(event.input.type == InputTypePress) {
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switch(event.input.key) {
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case InputKeyUp:
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game_state->bird.point.y--;
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break;
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case InputKeyDown:
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game_state->bird.point.y++;
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break;
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case InputKeyRight:
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game_state->bird.point.x++;
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break;
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case InputKeyLeft:
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game_state->bird.point.x--;
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break;
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case InputKeyOk:
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flappy_game_flap(game_state);
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break;
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case InputKeyBack:
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processing = false;
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break;
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}
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}
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} else if(event.type == EventTypeTick) {
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flappy_game_tick(game_state);
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}
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} else {
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FURI_LOG_D(TAG, "osMessageQueue: event timeout");
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// event timeout
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}
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view_port_update(view_port);
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release_mutex(&state_mutex, game_state);
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}
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view_port_enabled_set(view_port, false);
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gui_remove_view_port(gui, view_port);
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furi_record_close("gui");
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view_port_free(view_port);
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osMessageQueueDelete(event_queue);
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return 0;
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} |