mirror of
https://github.com/DarkFlippers/unleashed-firmware
synced 2024-12-25 12:13:08 +00:00
379 lines
No EOL
13 KiB
C
379 lines
No EOL
13 KiB
C
#include <stdlib.h>
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#include <jetpack_joyride_icons.h>
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#include <furi.h>
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#include <gui/gui.h>
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#include <gui/icon_animation.h>
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#include <input/input.h>
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#include <storage/storage.h>
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#include "includes/point.h"
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#include "includes/barry.h"
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#include "includes/scientist.h"
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#include "includes/particle.h"
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#include "includes/coin.h"
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#include "includes/missile.h"
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#include "includes/background_assets.h"
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#include "includes/game_state.h"
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#define TAG "Jetpack Joyride"
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#define SAVING_DIRECTORY "/ext/apps/Games"
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#define SAVING_FILENAME SAVING_DIRECTORY "/jetpack.save"
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static GameState* global_state;
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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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EventType type;
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InputEvent input;
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} GameEvent;
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typedef struct {
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int max_distance;
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int total_coins;
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} SaveGame;
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static SaveGame save_game;
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static bool storage_game_state_load() {
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Storage* storage = furi_record_open(RECORD_STORAGE);
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File* file = storage_file_alloc(storage);
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uint16_t bytes_readed = 0;
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if(storage_file_open(file, SAVING_FILENAME, FSAM_READ, FSOM_OPEN_EXISTING))
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bytes_readed = storage_file_read(file, &save_game, sizeof(SaveGame));
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storage_file_close(file);
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storage_file_free(file);
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furi_record_close(RECORD_STORAGE);
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return bytes_readed == sizeof(SaveGame);
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}
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static void storage_game_state_save() {
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Storage* storage = furi_record_open(RECORD_STORAGE);
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if(storage_common_stat(storage, SAVING_DIRECTORY, NULL) == FSE_NOT_EXIST) {
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if(!storage_simply_mkdir(storage, SAVING_DIRECTORY)) {
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return;
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}
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}
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File* file = storage_file_alloc(storage);
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if(storage_file_open(file, SAVING_FILENAME, FSAM_WRITE, FSOM_CREATE_ALWAYS)) {
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storage_file_write(file, &save_game, sizeof(SaveGame));
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}
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storage_file_close(file);
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storage_file_free(file);
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furi_record_close(RECORD_STORAGE);
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}
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void handle_death() {
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global_state->state = GameStateGameOver;
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global_state->new_highscore = global_state->distance > save_game.max_distance;
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if(global_state->distance > save_game.max_distance) {
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save_game.max_distance = global_state->distance;
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}
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save_game.total_coins += global_state->total_coins;
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storage_game_state_save();
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}
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static void jetpack_game_state_init(GameState* const game_state) {
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UNUSED(game_state);
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UNUSED(storage_game_state_save);
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BARRY barry;
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barry.gravity = 0;
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barry.point.x = 32 + 5;
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barry.point.y = 32;
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barry.isBoosting = false;
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GameSprites sprites;
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sprites.barry = icon_animation_alloc(&A_barry);
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sprites.barry_infill = &I_barry_infill;
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sprites.scientist_left = (&I_scientist_left);
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sprites.scientist_left_infill = (&I_scientist_left_infill);
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sprites.scientist_right = (&I_scientist_right);
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sprites.scientist_right_infill = (&I_scientist_right_infill);
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sprites.coin = (&I_coin);
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sprites.coin_infill = (&I_coin_infill);
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sprites.missile = icon_animation_alloc(&A_missile);
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sprites.missile_infill = &I_missile_infill;
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sprites.alert = icon_animation_alloc(&A_alert);
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icon_animation_start(sprites.barry);
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icon_animation_start(sprites.missile);
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icon_animation_start(sprites.alert);
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game_state->barry = barry;
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game_state->total_coins = 0;
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game_state->distance = 0;
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game_state->new_highscore = false;
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game_state->sprites = sprites;
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game_state->state = GameStateLife;
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game_state->death_handler = handle_death;
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memset(game_state->bg_assets, 0, sizeof(game_state->bg_assets));
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memset(game_state->scientists, 0, sizeof(game_state->scientists));
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memset(game_state->coins, 0, sizeof(game_state->coins));
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memset(game_state->particles, 0, sizeof(game_state->particles));
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memset(game_state->missiles, 0, sizeof(game_state->missiles));
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}
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static void jetpack_game_state_free(GameState* const game_state) {
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icon_animation_free(game_state->sprites.barry);
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icon_animation_free(game_state->sprites.missile);
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icon_animation_free(game_state->sprites.alert);
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free(game_state);
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}
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static void jetpack_game_tick(GameState* const game_state) {
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if(game_state->state == GameStateGameOver) return;
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barry_tick(&game_state->barry);
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game_state_tick(game_state);
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coin_tick(game_state->coins, &game_state->barry, &game_state->total_coins);
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particle_tick(game_state->particles, game_state->scientists);
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scientist_tick(game_state->scientists);
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missile_tick(game_state->missiles, &game_state->barry, game_state->death_handler);
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background_assets_tick(game_state->bg_assets);
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// generate background every 64px aka. ticks
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if(game_state->distance % 64 == 0 && rand() % 3 == 0) {
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spawn_random_background_asset(game_state->bg_assets);
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}
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if(game_state->distance % 48 == 0 && rand() % 2 == 0) {
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spawn_random_coin(game_state->coins);
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}
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if(game_state->distance % get_rocket_spawn_distance(game_state->distance) == 0 &&
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rand() % 2 == 0) {
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spawn_random_missile(game_state->missiles);
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}
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spawn_random_scientist(game_state->scientists);
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if(game_state->barry.isBoosting) {
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spawn_random_particles(game_state->particles, &game_state->barry);
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}
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}
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static void jetpack_game_render_callback(Canvas* const canvas, void* ctx) {
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furi_assert(ctx);
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const GameState* game_state = ctx;
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furi_mutex_acquire(game_state->mutex, FuriWaitForever);
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if(game_state->state == GameStateLife) {
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canvas_set_bitmap_mode(canvas, false);
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draw_background_assets(game_state->bg_assets, canvas, game_state->distance);
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canvas_set_bitmap_mode(canvas, true);
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draw_coins(game_state->coins, canvas, &game_state->sprites);
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draw_scientists(game_state->scientists, canvas, &game_state->sprites);
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draw_particles(game_state->particles, canvas);
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draw_missiles(game_state->missiles, canvas, &game_state->sprites);
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draw_barry(&game_state->barry, canvas, &game_state->sprites);
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canvas_set_color(canvas, ColorBlack);
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canvas_set_font(canvas, FontSecondary);
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char buffer[12];
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snprintf(buffer, sizeof(buffer), "%u m", game_state->distance / 10);
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canvas_draw_str_aligned(canvas, 123, 15, AlignRight, AlignBottom, buffer);
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snprintf(buffer, sizeof(buffer), "$%u", game_state->total_coins);
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canvas_draw_str_aligned(canvas, 5, 15, AlignLeft, AlignBottom, buffer);
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}
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if(game_state->state == GameStateGameOver) {
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// Show highscore
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char buffer[64];
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canvas_set_font(canvas, FontSecondary);
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canvas_draw_str_aligned(canvas, 64, 5, AlignCenter, AlignTop, "You flew");
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snprintf(
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buffer,
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sizeof(buffer),
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game_state->new_highscore ? "%u m (new best)" : "%u m",
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game_state->distance / 10);
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canvas_set_font(canvas, FontPrimary);
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canvas_draw_str_aligned(canvas, 64, 16, AlignCenter, AlignTop, buffer);
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canvas_set_font(canvas, FontSecondary);
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canvas_draw_str_aligned(canvas, 64, 30, AlignCenter, AlignTop, "and collected");
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snprintf(buffer, sizeof(buffer), "$%u", game_state->total_coins);
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canvas_set_font(canvas, FontPrimary);
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canvas_draw_str_aligned(canvas, 64, 41, AlignCenter, AlignTop, buffer);
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snprintf(
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buffer,
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sizeof(buffer),
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"Best: %u m, Tot: $%u",
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save_game.max_distance / 10,
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save_game.total_coins);
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canvas_set_font(canvas, FontSecondary);
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canvas_draw_str_aligned(canvas, 64, 63, AlignCenter, AlignBottom, buffer);
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canvas_draw_rframe(canvas, 0, 3, 128, 49, 5);
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// char buffer[12];
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// snprintf(buffer, sizeof(buffer), "Dist: %u", game_state->distance);
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// canvas_draw_str_aligned(canvas, 123, 12, AlignRight, AlignBottom, buffer);
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// snprintf(buffer, sizeof(buffer), "Score: %u", game_state->points);
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// canvas_draw_str_aligned(canvas, 5, 12, AlignLeft, AlignBottom, buffer);
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// canvas_draw_str_aligned(canvas, 64, 34, AlignCenter, AlignCenter, "Highscore:");
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// snprintf(buffer, sizeof(buffer), "Dist: %u", save_game.max_distance);
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// canvas_draw_str_aligned(canvas, 123, 50, AlignRight, AlignBottom, buffer);
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// snprintf(buffer, sizeof(buffer), "Score: %u", save_game.max_score);
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// canvas_draw_str_aligned(canvas, 5, 50, AlignLeft, AlignBottom, buffer);
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// canvas_draw_str_aligned(canvas, 64, 32, AlignCenter, AlignCenter, "boom.");
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// if(furi_timer_is_running(game_state->timer)) {
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// furi_timer_start(game_state->timer, 0);
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// }
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}
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// canvas_draw_frame(canvas, 0, 0, 128, 64);
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furi_mutex_release(game_state->mutex);
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}
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static void jetpack_game_input_callback(InputEvent* input_event, FuriMessageQueue* 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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furi_message_queue_put(event_queue, &event, FuriWaitForever);
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}
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static void jetpack_game_update_timer_callback(FuriMessageQueue* event_queue) {
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furi_assert(event_queue);
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GameEvent event = {.type = EventTypeTick};
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furi_message_queue_put(event_queue, &event, 0);
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}
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int32_t jetpack_game_app(void* p) {
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UNUSED(p);
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int32_t return_code = 0;
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if(!storage_game_state_load()) {
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memset(&save_game, 0, sizeof(save_game));
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}
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FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(GameEvent));
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GameState* game_state = malloc(sizeof(GameState));
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global_state = game_state;
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jetpack_game_state_init(game_state);
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game_state->mutex = furi_mutex_alloc(FuriMutexTypeNormal);
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if(!game_state->mutex) {
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FURI_LOG_E(TAG, "cannot create mutex\r\n");
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return_code = 255;
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goto free_and_exit;
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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, jetpack_game_render_callback, game_state);
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view_port_input_callback_set(view_port, jetpack_game_input_callback, event_queue);
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FuriTimer* timer =
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furi_timer_alloc(jetpack_game_update_timer_callback, FuriTimerTypePeriodic, event_queue);
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furi_timer_start(timer, furi_kernel_get_tick_frequency() / 25);
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game_state->timer = timer;
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// Open GUI and register view_port
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Gui* gui = furi_record_open(RECORD_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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FuriStatus event_status = furi_message_queue_get(event_queue, &event, 100);
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furi_mutex_acquire(game_state->mutex, FuriWaitForever);
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if(event_status == FuriStatusOk) {
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// press events
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if(event.type == EventTypeKey) {
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if(event.input.type == InputTypeRelease && event.input.key == InputKeyOk) {
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game_state->barry.isBoosting = false;
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}
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// Reset highscore, for debug purposes
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if(event.input.type == InputTypeLong && event.input.key == InputKeyLeft) {
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save_game.max_distance = 0;
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save_game.total_coins = 0;
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storage_game_state_save();
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}
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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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break;
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case InputKeyDown:
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break;
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case InputKeyRight:
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break;
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case InputKeyLeft:
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break;
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case InputKeyOk:
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if(game_state->state == GameStateGameOver) {
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jetpack_game_state_init(game_state);
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}
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if(game_state->state == GameStateLife) {
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// Do something
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game_state->barry.isBoosting = true;
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}
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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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default:
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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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jetpack_game_tick(game_state);
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}
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}
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view_port_update(view_port);
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furi_mutex_release(game_state->mutex);
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}
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furi_timer_free(timer);
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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(RECORD_GUI);
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view_port_free(view_port);
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furi_mutex_free(game_state->mutex);
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free_and_exit:
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jetpack_game_state_free(game_state);
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furi_message_queue_free(event_queue);
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return return_code;
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} |