unleashed-firmware/applications/plugins/game_2048/game_2048.c
MX 72f250195c
Playing games now affect Flipper's level
All games now will increase flipper's level when you start them or win in some of them

Games with endless play like tetris or flappy bird has no winning logic so they will increase level only when you start them
2023-02-05 15:39:10 +03:00

513 lines
18 KiB
C

/*
* Copyright 2022 Eugene Kirzhanov
* Use of this source code is governed by an MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT
*
* Thanks to:
* - DroomOne: https://github.com/DroomOne/flipperzero-firmware
* - x27: https://github.com/x27/flipperzero-game15
*/
#include <furi.h>
#include <gui/gui.h>
#include <input/input.h>
#include <storage/storage.h>
#include <dolphin/dolphin.h>
#include "digits.h"
#include "array_utils.h"
#define CELLS_COUNT 4
#define CELL_INNER_SIZE 14
#define FRAME_LEFT 10
#define FRAME_TOP 1
#define FRAME_SIZE 61
#define SAVING_DIRECTORY "/ext/apps/Games"
#define SAVING_FILENAME SAVING_DIRECTORY "/game_2048.save"
typedef enum {
GameStateMenu,
GameStateInProgress,
GameStateGameOver,
} State;
typedef struct {
State state;
uint8_t table[CELLS_COUNT][CELLS_COUNT];
uint32_t score;
uint32_t moves;
int8_t selected_menu_item;
uint32_t top_score;
} GameState;
typedef struct {
uint32_t points;
bool is_table_updated;
} MoveResult;
#define MENU_ITEMS_COUNT 2
static const char* popup_menu_strings[] = {"Resume", "New Game"};
static void input_callback(InputEvent* input_event, void* ctx) {
furi_assert(ctx);
FuriMessageQueue* event_queue = ctx;
furi_message_queue_put(event_queue, input_event, FuriWaitForever);
}
static void draw_frame(Canvas* canvas) {
canvas_draw_frame(canvas, FRAME_LEFT, FRAME_TOP, FRAME_SIZE, FRAME_SIZE);
uint8_t offs = FRAME_LEFT + CELL_INNER_SIZE + 1;
for(uint8_t i = 0; i < CELLS_COUNT - 1; i++) {
canvas_draw_line(canvas, offs, FRAME_TOP + 1, offs, FRAME_TOP + FRAME_SIZE - 2);
offs += CELL_INNER_SIZE + 1;
}
offs = FRAME_TOP + CELL_INNER_SIZE + 1;
for(uint8_t i = 0; i < CELLS_COUNT - 1; i++) {
canvas_draw_line(canvas, FRAME_LEFT + 1, offs, FRAME_LEFT + FRAME_SIZE - 2, offs);
offs += CELL_INNER_SIZE + 1;
}
}
static void draw_digit(Canvas* canvas, uint8_t row, uint8_t column, uint8_t value) {
if(value == 0) return;
uint8_t left = FRAME_LEFT + 1 + (column * (CELL_INNER_SIZE + 1));
uint8_t top = FRAME_TOP + 1 + (row * (CELL_INNER_SIZE + 1));
for(uint8_t r = 0; r < CELL_INNER_SIZE; r++) {
for(u_int8_t c = 0; c < CELL_INNER_SIZE; c++) {
if(digits[value - 1][r][c] == 1) {
canvas_draw_dot(canvas, left + c, top + r);
}
}
}
}
static void draw_table(Canvas* canvas, const uint8_t table[CELLS_COUNT][CELLS_COUNT]) {
for(uint8_t row = 0; row < CELLS_COUNT; row++) {
for(uint8_t column = 0; column < CELLS_COUNT; column++) {
draw_digit(canvas, row, column, table[row][column]);
}
}
}
static void gray_canvas(Canvas* const canvas) {
canvas_set_color(canvas, ColorWhite);
for(int x = 0; x < 128; x += 2) {
for(int y = 0; y < 64; y++) {
canvas_draw_dot(canvas, x + (y % 2 == 1 ? 0 : 1), y);
}
}
}
static void draw_callback(Canvas* const canvas, void* ctx) {
const GameState* game_state = acquire_mutex((ValueMutex*)ctx, 25);
if(game_state == NULL) return;
canvas_clear(canvas);
draw_frame(canvas);
draw_table(canvas, game_state->table);
canvas_set_font(canvas, FontPrimary);
canvas_draw_str_aligned(canvas, 128, FRAME_TOP, AlignRight, AlignTop, "Score");
canvas_draw_str_aligned(canvas, 128, FRAME_TOP + 20, AlignRight, AlignTop, "Moves");
canvas_draw_str_aligned(canvas, 128, FRAME_TOP + 40, AlignRight, AlignTop, "Top Score");
int bufSize = 12;
char buf[bufSize];
snprintf(buf, sizeof(buf), "%lu", game_state->score);
canvas_set_font(canvas, FontSecondary);
canvas_draw_str_aligned(canvas, 128, FRAME_TOP + 10, AlignRight, AlignTop, buf);
memset(buf, 0, bufSize);
snprintf(buf, sizeof(buf), "%lu", game_state->moves);
canvas_set_font(canvas, FontSecondary);
canvas_draw_str_aligned(canvas, 128, FRAME_TOP + 30, AlignRight, AlignTop, buf);
memset(buf, 0, bufSize);
snprintf(buf, sizeof(buf), "%lu", game_state->top_score);
canvas_set_font(canvas, FontSecondary);
canvas_draw_str_aligned(canvas, 128, FRAME_TOP + 50, AlignRight, AlignTop, buf);
if(game_state->state == GameStateMenu) {
gray_canvas(canvas);
canvas_set_color(canvas, ColorWhite);
canvas_draw_rbox(canvas, 28, 16, 72, 32, 4);
canvas_set_color(canvas, ColorBlack);
canvas_draw_rframe(canvas, 28, 16, 72, 32, 4);
for(int i = 0; i < MENU_ITEMS_COUNT; i++) {
if(i == game_state->selected_menu_item) {
canvas_set_color(canvas, ColorBlack);
canvas_draw_box(canvas, 34, 20 + 12 * i, 60, 12);
}
canvas_set_color(
canvas, i == game_state->selected_menu_item ? ColorWhite : ColorBlack);
canvas_draw_str_aligned(
canvas, 64, 26 + 12 * i, AlignCenter, AlignCenter, popup_menu_strings[i]);
}
} else if(game_state->state == GameStateGameOver) {
gray_canvas(canvas);
bool record_broken = game_state->score > game_state->top_score;
canvas_set_color(canvas, ColorWhite);
canvas_draw_rbox(canvas, 14, 12, 100, 40, 4);
canvas_set_color(canvas, ColorBlack);
canvas_draw_line(canvas, 14, 26, 114, 26);
canvas_draw_rframe(canvas, 14, 12, 100, 40, 4);
canvas_set_font(canvas, FontPrimary);
canvas_draw_str_aligned(canvas, 64, 15, AlignCenter, AlignTop, "Game Over");
canvas_set_font(canvas, FontSecondary);
if(record_broken) {
canvas_draw_str_aligned(canvas, 64, 29, AlignCenter, AlignTop, "New Top Score!!!");
} else {
canvas_draw_str_aligned(canvas, 64, 29, AlignCenter, AlignTop, "Your Score");
}
memset(buf, 0, bufSize);
snprintf(buf, sizeof(buf), "%lu", game_state->score);
canvas_set_font(canvas, FontPrimary);
canvas_draw_str_aligned(canvas, 64, 48, AlignCenter, AlignBottom, buf);
}
release_mutex((ValueMutex*)ctx, game_state);
}
void calculate_move_to_left(uint8_t arr[], MoveResult* const move_result) {
uint8_t index = 0;
uint8_t next_index;
uint8_t offset;
bool was_moved;
while(index < CELLS_COUNT - 1) {
// find offset from [index] to next non-empty value
offset = 1;
while(index + offset < CELLS_COUNT && arr[index + offset] == 0) offset++;
// if all remaining values in this row are empty then go to next row
if(index + offset >= CELLS_COUNT) break;
// if current cell is empty then shift all cells [index+offset .. CELLS_COUNT-1] to [index]
if(arr[index] == 0) {
was_moved = shift_array_to_left(CELLS_COUNT, arr, index, offset);
if(was_moved) move_result->is_table_updated = true;
}
next_index = index + 1;
if(arr[next_index] == 0) {
// find offset from [next_index] to next non-empty value
offset = 1;
while(next_index + offset < CELLS_COUNT && arr[next_index + offset] == 0) offset++;
// if all remaining values in this row are empty then go to next row
if(next_index + offset >= CELLS_COUNT) break;
// if next cell is empty then shift cells [next_index+offset .. CELLS_COUNT-1] to [next_index]
was_moved = shift_array_to_left(CELLS_COUNT, arr, next_index, offset);
if(was_moved) move_result->is_table_updated = true;
}
if(arr[index] == arr[next_index]) {
arr[index]++;
shift_array_to_left(CELLS_COUNT, arr, next_index, 1);
move_result->is_table_updated = true;
move_result->points += 2 << (arr[index] - 1);
}
index++;
}
}
void move_left(uint8_t table[CELLS_COUNT][CELLS_COUNT], MoveResult* const move_result) {
for(uint8_t row_index = 0; row_index < CELLS_COUNT; row_index++) {
calculate_move_to_left(table[row_index], move_result);
}
}
void move_right(uint8_t table[CELLS_COUNT][CELLS_COUNT], MoveResult* const move_result) {
for(uint8_t row_index = 0; row_index < CELLS_COUNT; row_index++) {
reverse_array(CELLS_COUNT, table[row_index]);
calculate_move_to_left(table[row_index], move_result);
reverse_array(CELLS_COUNT, table[row_index]);
}
}
void move_up(uint8_t table[CELLS_COUNT][CELLS_COUNT], MoveResult* const move_result) {
uint8_t column[CELLS_COUNT];
for(uint8_t column_index = 0; column_index < CELLS_COUNT; column_index++) {
get_column_from_array(CELLS_COUNT, CELLS_COUNT, table, column_index, column);
calculate_move_to_left(column, move_result);
set_column_to_array(CELLS_COUNT, CELLS_COUNT, table, column_index, column);
}
}
void move_down(uint8_t table[CELLS_COUNT][CELLS_COUNT], MoveResult* const move_result) {
uint8_t column[CELLS_COUNT];
for(uint8_t column_index = 0; column_index < CELLS_COUNT; column_index++) {
get_column_from_array(CELLS_COUNT, CELLS_COUNT, table, column_index, column);
reverse_array(CELLS_COUNT, column);
calculate_move_to_left(column, move_result);
reverse_array(CELLS_COUNT, column);
set_column_to_array(CELLS_COUNT, CELLS_COUNT, table, column_index, column);
}
}
void add_new_digit(GameState* const game_state) {
uint8_t empty_cell_indexes[CELLS_COUNT * CELLS_COUNT];
uint8_t empty_cells_count = 0;
for(u_int8_t i = 0; i < CELLS_COUNT; i++) {
for(u_int8_t j = 0; j < CELLS_COUNT; j++) {
if(game_state->table[i][j] == 0) {
empty_cell_indexes[empty_cells_count++] = i * CELLS_COUNT + j;
}
}
}
if(empty_cells_count == 0) return;
int random_empty_cell_index = empty_cell_indexes[random() % empty_cells_count];
u_int8_t row = random_empty_cell_index / CELLS_COUNT;
u_int8_t col = random_empty_cell_index % CELLS_COUNT;
int random_value_percent = random() % 100;
game_state->table[row][col] = random_value_percent < 90 ? 1 : 2; // 90% for 2, 25% for 4
}
void init_game(GameState* const game_state, bool clear_top_score) {
memset(game_state->table, 0, CELLS_COUNT * CELLS_COUNT * sizeof(uint8_t));
add_new_digit(game_state);
add_new_digit(game_state);
game_state->score = 0;
game_state->moves = 0;
game_state->state = GameStateInProgress;
game_state->selected_menu_item = 0;
if(clear_top_score) {
game_state->top_score = 0;
}
}
bool load_game(GameState* game_state) {
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, game_state, sizeof(GameState));
}
storage_file_close(file);
storage_file_free(file);
furi_record_close(RECORD_STORAGE);
return bytes_readed == sizeof(GameState);
}
void save_game(GameState* game_state) {
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, game_state, sizeof(GameState));
}
storage_file_close(file);
storage_file_free(file);
furi_record_close(RECORD_STORAGE);
}
bool is_game_over(GameState* const game_state) {
FURI_LOG_I("is_game_over", "====check====");
// check if table contains at least one empty cell
for(uint8_t i = 0; i < CELLS_COUNT; i++) {
for(u_int8_t j = 0; j < CELLS_COUNT; j++) {
if(game_state->table[i][j] == 0) {
FURI_LOG_I("is_game_over", "has empty cells");
return false;
}
}
}
FURI_LOG_I("is_game_over", "no empty cells");
uint8_t tmp_table[CELLS_COUNT][CELLS_COUNT];
MoveResult* tmp_move_result = malloc(sizeof(MoveResult));
// check if we can move to any direction
memcpy(tmp_table, game_state->table, CELLS_COUNT * CELLS_COUNT * sizeof(uint8_t));
move_left(tmp_table, tmp_move_result);
if(tmp_move_result->is_table_updated) return false;
FURI_LOG_I("is_game_over", "can't move left");
memcpy(tmp_table, game_state->table, CELLS_COUNT * CELLS_COUNT * sizeof(uint8_t));
move_right(tmp_table, tmp_move_result);
if(tmp_move_result->is_table_updated) return false;
FURI_LOG_I("is_game_over", "can't move right");
memcpy(tmp_table, game_state->table, CELLS_COUNT * CELLS_COUNT * sizeof(uint8_t));
move_up(tmp_table, tmp_move_result);
if(tmp_move_result->is_table_updated) return false;
FURI_LOG_I("is_game_over", "can't move up");
memcpy(tmp_table, game_state->table, CELLS_COUNT * CELLS_COUNT * sizeof(uint8_t));
move_down(tmp_table, tmp_move_result);
if(tmp_move_result->is_table_updated) return false;
FURI_LOG_I("is_game_over", "can't move down");
return true;
}
int32_t game_2048_app() {
GameState* game_state = malloc(sizeof(GameState));
if(!load_game(game_state)) {
init_game(game_state, true);
}
MoveResult* move_result = malloc(sizeof(MoveResult));
ValueMutex state_mutex;
if(!init_mutex(&state_mutex, game_state, sizeof(GameState))) {
FURI_LOG_E("2048Game", "cannot create mutex\r\n");
free(game_state);
return 255;
}
InputEvent input;
FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(InputEvent));
ViewPort* view_port = view_port_alloc();
view_port_draw_callback_set(view_port, draw_callback, &state_mutex);
view_port_input_callback_set(view_port, input_callback, event_queue);
Gui* gui = furi_record_open(RECORD_GUI);
gui_add_view_port(gui, view_port, GuiLayerFullscreen);
// Call dolphin deed on game start
DOLPHIN_DEED(DolphinDeedPluginGameStart);
bool is_finished = false;
while(!is_finished) {
FuriStatus event_status = furi_message_queue_get(event_queue, &input, FuriWaitForever);
if(event_status == FuriStatusOk) {
// handle only press event, ignore repeat/release events
if(input.type != InputTypePress) continue;
GameState* game_state = (GameState*)acquire_mutex_block(&state_mutex);
switch(game_state->state) {
case GameStateMenu:
switch(input.key) {
case InputKeyUp:
game_state->selected_menu_item--;
if(game_state->selected_menu_item < 0) {
game_state->selected_menu_item = MENU_ITEMS_COUNT - 1;
}
break;
case InputKeyDown:
game_state->selected_menu_item++;
if(game_state->selected_menu_item >= MENU_ITEMS_COUNT) {
game_state->selected_menu_item = 0;
}
break;
case InputKeyOk:
if(game_state->selected_menu_item == 1) {
// new game
init_game(game_state, false);
save_game(game_state);
}
game_state->state = GameStateInProgress;
break;
case InputKeyBack:
game_state->state = GameStateInProgress;
break;
default:
break;
}
break;
case GameStateInProgress:
move_result->is_table_updated = false;
move_result->points = 0;
switch(input.key) {
case InputKeyLeft:
move_left(game_state->table, move_result);
break;
case InputKeyRight:
move_right(game_state->table, move_result);
break;
case InputKeyUp:
move_up(game_state->table, move_result);
break;
case InputKeyDown:
move_down(game_state->table, move_result);
break;
case InputKeyOk:
game_state->state = GameStateMenu;
game_state->selected_menu_item = 0;
break;
case InputKeyBack:
save_game(game_state);
is_finished = true;
break;
case InputKeyMAX:
break;
}
game_state->score += move_result->points;
if(move_result->is_table_updated) {
game_state->moves++;
add_new_digit(game_state);
}
if(is_game_over(game_state)) {
game_state->state = GameStateGameOver;
if(game_state->score >= game_state->top_score) {
game_state->top_score = game_state->score;
}
}
break;
case GameStateGameOver:
if(input.key == InputKeyOk || input.key == InputKeyBack) {
init_game(game_state, false);
save_game(game_state);
}
}
view_port_update(view_port);
release_mutex(&state_mutex, game_state);
}
}
gui_remove_view_port(gui, view_port);
furi_record_close(RECORD_GUI);
view_port_free(view_port);
furi_message_queue_free(event_queue);
delete_mutex(&state_mutex);
free(game_state);
free(move_result);
return 0;
}