Переглянути джерело

Add rootoflife from https://github.com/Xorboo/root-of-life

git-subtree-dir: rootoflife
git-subtree-mainline: 016715dc286be911123e2c74c5fe04b2b2c4b49e
git-subtree-split: f46ebd5984401c50ce809b58375d81f093453e08
Willy-JL 2 роки тому
батько
коміт
08fd73b120

+ 1 - 0
rootoflife/.gitsubtree

@@ -0,0 +1 @@
+https://github.com/Xorboo/root-of-life master

+ 21 - 0
rootoflife/LICENSE

@@ -0,0 +1,21 @@
+MIT License
+
+Copyright (c) 2023 Kirill Korepanov
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+SOFTWARE.

+ 49 - 0
rootoflife/README.md

@@ -0,0 +1,49 @@
+# Root of Life
+
+A zen-puzzle game for [FlipperZero](https://flipperzero.one/) puzzle made on [GlobalGameJam'23](https://globalgamejam.org/2023/games/roots-life-9) (theme: "Roots")
+
+![FlipperZero with the game on it](docs/device.jpeg)
+
+Nothing interesting in the code, as you would expect from a jam-rushed development. Was just curious about making a custom app for the device
+
+## Gameplay
+
+![Gameplay Gif](docs/gameplay_s.gif)
+
+### Rules
+
+There is no strict goal, but the idea is to grow the root by connecting new section to existing ones to take larger area of the screen. Collecting "water" (spinning dots) gives extra points.
+
+Roots are generated and moved within 3x3 cells, so not all positions would be available, ✔️ or ❌ in the top-right corner show if current placement is correct. You can "reroll" the root to try a new one. Rerolls are limited, and the game is over when you are out of rerolls.
+
+### Controls
+
+- `OK` to start the game
+- `Arrows` to move the root
+- `OK` to either place the root if possible or reroll it otherwise
+- `Back` to quit
+
+## Installation
+
+Go to [Releases](https://github.com/Xorboo/root-of-life/releases), download `.fap` file, and put it into `apps/Games` directory on your SD-card
+
+## Development
+
+To work on the code look into [flipperzero-firmware documentation](https://github.com/flipperdevices/flipperzero-firmware/blob/dev/documentation/AppsOnSDCard.md#how-to-set-up-an-application-to-be-built-as-a-fap)
+
+---
+
+## TODO
+
+_(no, nothing of that will ever be done)_
+
+- Code cleanup
+- Sounds
+- Highscores (if I can figure out how to IO)
+- Tiny grass sine-based animation over the ground
+- Infinite scrolling field (?)
+
+## Funzies
+
+- [Timelapse](https://youtu.be/yM8CcmQ7kqQ) of coding and presenting the game
+- Game icons were made in Paint (one of the possible jam diversifiers, and not like i needed anything else there really)

+ 13 - 0
rootoflife/application.fam

@@ -0,0 +1,13 @@
+App(
+    appid="roots_of_life_game",
+    name="Roots of Life",
+    apptype=FlipperAppType.EXTERNAL,
+    entry_point="roots_of_life_game_app",
+    cdefines=["APP_ROOTS_OF_LIFE_GAME"],
+    requires=["gui"],
+    stack_size=1 * 1024,
+    order=30,
+    fap_icon="images/roots_of_life_10px.png",
+    fap_category="Games",
+    fap_icon_assets="images"
+)

BIN
rootoflife/docs/device.jpeg


BIN
rootoflife/docs/featured_image.png


BIN
rootoflife/docs/gameplay.gif


BIN
rootoflife/docs/gameplay_s.gif


BIN
rootoflife/images/place_error.png


BIN
rootoflife/images/place_ok.png


BIN
rootoflife/images/root_reroll.png


BIN
rootoflife/images/roots_of_life_10px.png


BIN
rootoflife/images/score.png


BIN
rootoflife/images/tree.png


+ 755 - 0
rootoflife/roots_of_life_game.c

@@ -0,0 +1,755 @@
+#include <furi.h>
+#include <gui/gui.h>
+#include <input/input.h>
+#include <stdlib.h>
+#include <gui/view.h>
+#include <notification/notification.h>
+#include <notification/notification_messages.h>
+
+#include "roots_of_life_game_icons.h"
+
+#define TAG "RootsOfLife"
+
+// Flipper
+#define FLIPPER_LCD_WIDTH 128
+#define FLIPPER_LCD_HEIGHT 64
+
+// General
+#define GROUND_HEIGHT 10
+#define CELL_SIZE 3
+#define FIELD_START_X 0
+#define FIELD_START_Y (GROUND_HEIGHT + 1)
+#define CELLS_X (FLIPPER_LCD_WIDTH / CELL_SIZE)
+#define CELLS_Y ((FLIPPER_LCD_HEIGHT - GROUND_HEIGHT) / CELL_SIZE)
+#define CELLS_TOTAL (CELLS_Y * CELLS_X)
+#define CELL(Y, X) (Y * CELLS_X + X)
+
+// Root Spawn
+#define ROOT_SIZE_X 7
+#define ROOT_SIZE_Y 7
+#define ROOT(Y, X) ((Y)*ROOT_SIZE_X + (X))
+
+#define SPAWN_DIRECTIONS 2
+#define GROW_STEPS 4
+#define GROW_SAME_DIRECTION_CHANCE 70
+#define RANDOM_GROW_ATTEMPTS 4
+#define RANDOM_GROW_CHANCE 50
+
+// UI
+#define BLINK_PERIOD 12
+#define BLINK_HIDE_FRAMES 5
+#define TREE_HEIGHT 10
+#define PICKUP_FREQUENCY 10
+
+// Game
+#define REROLLS_MAX 5
+#define SCORE_FACTOR 10
+
+#define PICKUPS_MIN 1
+#define PICKUPS_MAX 5
+#define PICKUPS_POINTS_FACTOR 10
+
+typedef enum { EventTypeTick, EventTypeKey } EventType;
+
+typedef enum {
+    R_NONE = 0,
+    R_UP = 0b1000,
+    R_DOWN = 0b0100,
+    R_LEFT = 0b0010,
+    R_RIGHT = 0b0001
+} Direction;
+
+typedef enum { StageStart, StageRun, StageOver } GameStage;
+
+typedef struct {
+    bool initialDraw;
+
+    GameStage stage;
+    int tick;
+
+    bool* filledCells;
+    char* cells;
+    bool* pickups;
+    int collectedPickups;
+
+    bool* filledRootBase;
+    char* rootBase;
+
+    int rootSizeX;
+    int rootSizeY;
+    bool* filledRoot;
+    char* root;
+
+    int pX, pY;
+
+    int rerolls;
+    int score;
+
+    FuriMutex* mutex;
+} GameState;
+
+typedef struct {
+    EventType type;
+    InputEvent input;
+} GameEvent;
+
+static Direction rand_dir() {
+    int r = rand() % 4;
+    return 1 << r;
+}
+
+static Direction reverse_dir(Direction dir) {
+    switch(dir) {
+    case R_UP:
+        return R_DOWN;
+    case R_DOWN:
+        return R_UP;
+    case R_LEFT:
+        return R_RIGHT;
+    case R_RIGHT:
+        return R_LEFT;
+
+    default:
+        return R_NONE;
+    }
+}
+
+static int rand_range(int min, int max) {
+    return min + rand() % (max - min);
+}
+static bool rand_chance(int chance) {
+    return (rand() % 100) < chance;
+}
+
+static bool has_intersection(char cellA, char cellB) {
+    return cellA & cellB;
+}
+
+static int root_index(GameState* state, int y, int x) {
+    return y * state->rootSizeX + x;
+}
+
+static void set_cell(GameState* state, int y, int x, char cellRoot) {
+    int c = CELL(y, x);
+    state->filledCells[c] = true;
+    state->cells[c] = cellRoot;
+}
+
+static void game_state_init(GameState* state) {
+    state->initialDraw = false;
+    state->tick = 0;
+
+    // Init field arrays
+    state->filledCells = (bool*)malloc(CELLS_TOTAL * sizeof(bool));
+    state->cells = (char*)malloc(CELLS_TOTAL * sizeof(char));
+    state->pickups = (bool*)malloc(CELLS_TOTAL * sizeof(char));
+
+    state->rootBase = (char*)malloc(ROOT_SIZE_X * ROOT_SIZE_Y * sizeof(char));
+    state->filledRootBase = (bool*)malloc(ROOT_SIZE_X * ROOT_SIZE_Y * sizeof(bool));
+    state->root = NULL;
+    state->filledRoot = NULL;
+
+    for(int i = 0; i < CELLS_TOTAL; i++) {
+        state->filledCells[i] = false;
+        state->cells[i] = R_NONE;
+        state->pickups[i] = false;
+    }
+}
+
+static void free_root(GameState* state) {
+    if(state->root) free(state->root);
+    if(state->filledRoot) free(state->filledRoot);
+}
+
+static void game_state_free(GameState* state) {
+    free(state->filledCells);
+    free(state->cells);
+    free(state->pickups);
+
+    free(state->rootBase);
+    free(state->filledRootBase);
+
+    free_root(state);
+}
+
+/*static bool has_root(GameState* state, int x, int y) {
+    return x >= 0 && x < ROOT_SIZE_X && y >= 0 && y < ROOT_SIZE_Y &&
+           state->filledRootBase[ROOT(y, x)];
+}*/
+
+static void generate_new_root(GameState* state) {
+    for(int i = 0; i < ROOT_SIZE_X * ROOT_SIZE_Y; i++) {
+        state->filledRootBase[i] = false;
+        state->rootBase[i] = R_NONE;
+    }
+
+    int cX = ROOT_SIZE_X / 2;
+    int cY = ROOT_SIZE_Y / 2;
+    int c = ROOT(cY, cX);
+    state->filledRootBase[c] = true;
+
+    for(int i = 0; i < SPAWN_DIRECTIONS; i++) {
+        int pX = cX, pY = cY;
+        Direction oldDir = rand_dir();
+        for(int g = 0; g < GROW_STEPS; g++) {
+            Direction dir = rand_chance(GROW_SAME_DIRECTION_CHANCE) ? oldDir : rand_dir();
+            oldDir = dir;
+
+            int nX = pX - (dir & R_LEFT ? 1 : 0) + (dir & R_RIGHT ? 1 : 0);
+            int nY = pY - (dir & R_UP ? 1 : 0) + (dir & R_DOWN ? 1 : 0);
+            if(nX < 0 || nY < 0 || nX >= ROOT_SIZE_X || nY >= ROOT_SIZE_Y) continue;
+
+            int n = ROOT(nY, nX);
+            state->filledRootBase[n] = true;
+
+            // Connect points
+            int p = ROOT(pY, pX);
+            state->rootBase[p] |= dir;
+            state->rootBase[n] |= reverse_dir(dir);
+
+            // Grow from new point
+            pX = nX;
+            pY = nY;
+        }
+    }
+
+    for(int y = 0; y < ROOT_SIZE_Y; y++) {
+        for(int x = 0; x < ROOT_SIZE_X; x++) {
+            int c = ROOT(y, x);
+            if(!state->filledRootBase[c]) continue;
+
+            /*
+            if(has_root(state, x - 1, y)) state->rootBase[c] |= R_LEFT;
+            if(has_root(state, x + 1, y)) state->rootBase[c] |= R_RIGHT;
+            if(has_root(state, x, y - 1)) state->rootBase[c] |= R_UP;
+            if(has_root(state, x, y + 1)) state->rootBase[c] |= R_DOWN;
+            */
+
+            for(int r = 0; r < RANDOM_GROW_ATTEMPTS; r++) {
+                if(!rand_chance(RANDOM_GROW_CHANCE)) continue;
+                state->rootBase[c] |= rand_dir();
+            }
+        }
+    }
+
+    // Copy root to real root
+    int minX = cX, maxX = cX, minY = cY, maxY = cY;
+    for(int y = 0; y < ROOT_SIZE_Y; y++) {
+        for(int x = 0; x < ROOT_SIZE_X; x++) {
+            int r = ROOT(y, x);
+            if(!state->filledRootBase[r]) continue;
+
+            minX = MIN(minX, x);
+            maxX = MAX(maxX, x);
+            minY = MIN(minY, y);
+            maxY = MAX(maxY, y);
+        }
+    }
+
+    // Clone to real root
+    state->rootSizeX = maxX - minX + 1;
+    state->rootSizeY = maxY - minY + 1;
+    free_root(state);
+
+    state->root = (char*)malloc(state->rootSizeX * state->rootSizeY * sizeof(char));
+    state->filledRoot = (bool*)malloc(state->rootSizeX * state->rootSizeY * sizeof(bool));
+    for(int y = 0; y < state->rootSizeY; y++) {
+        for(int x = 0; x < state->rootSizeX; x++) {
+            int c = root_index(state, y, x);
+            int r = ROOT(y + minY, x + minX);
+            state->filledRoot[c] = state->filledRootBase[r];
+            state->root[c] = state->rootBase[r];
+        }
+    }
+}
+
+static bool in_borders(int x, int y) {
+    return x >= 0 && y >= 0 && x < CELLS_X && y < CELLS_Y;
+}
+static char get_cell(GameState* state, int x, int y) {
+    if(!in_borders(x, y)) return R_NONE;
+    return state->cells[CELL(y, x)];
+}
+
+static bool get_filled_cell(GameState* state, int x, int y) {
+    if(!in_borders(x, y)) return false;
+    return state->filledCells[CELL(y, x)];
+}
+
+static bool can_place_root(GameState* state) {
+    bool hasConnection = false;
+    for(int y = 0; y < state->rootSizeY; y++) {
+        for(int x = 0; x < state->rootSizeX; x++) {
+            int r = root_index(state, y, x);
+            if(!state->filledRoot[r]) {
+                continue;
+            }
+            char root = state->root[r];
+
+            int rY = y + state->pY;
+            int rX = x + state->pX;
+
+            // Check if colliding
+            if(get_filled_cell(state, rX, rY)) {
+                char cell = get_cell(state, rX, rY);
+                if(has_intersection(cell, root)) {
+                    return false;
+                }
+                hasConnection = true;
+            }
+
+            // Check neighbours
+            hasConnection |= (root & R_RIGHT) && (get_cell(state, rX + 1, rY) & R_LEFT);
+            hasConnection |= (root & R_LEFT) && (get_cell(state, rX - 1, rY) & R_RIGHT);
+            hasConnection |= (root & R_UP) && (get_cell(state, rX, rY - 1) & R_DOWN);
+            hasConnection |= (root & R_DOWN) && (get_cell(state, rX, rY + 1) & R_UP);
+        }
+    }
+
+    return hasConnection;
+}
+
+static bool try_place_root(GameState* state) {
+    if(!can_place_root(state)) return false;
+
+    for(int y = 0; y < state->rootSizeY; y++) {
+        for(int x = 0; x < state->rootSizeX; x++) {
+            int r = root_index(state, y, x);
+            if(!state->filledRoot[r]) continue;
+
+            int rY = y + state->pY;
+            int rX = x + state->pX;
+
+            // Root may be out of borders in rare cases (after new cpawn changed its size), just ignore that part
+            if(in_borders(rX, rY)) {
+                int c = CELL(rY, rX);
+
+                state->filledCells[c] = true;
+                state->cells[c] |= state->root[r];
+            }
+        }
+    }
+
+    return true;
+}
+
+static void reset_level(GameState* state) {
+    state->stage = StageStart;
+    state->tick = 0;
+
+    for(int i = 0; i < CELLS_TOTAL; i++) {
+        state->filledCells[i] = false;
+        state->cells[i] = R_NONE;
+    }
+
+    generate_new_root(state);
+
+    // Starting cells
+    int midX = CELLS_X / 2;
+    set_cell(state, 0, midX, R_UP | R_DOWN);
+    set_cell(state, 1, midX, R_UP | R_DOWN | R_LEFT | R_RIGHT);
+    set_cell(state, 1, midX - 1, R_RIGHT | R_DOWN);
+    set_cell(state, 1, midX + 1, R_LEFT | R_DOWN);
+    set_cell(state, 2, midX, R_UP);
+
+    state->pX = midX;
+    state->pY = 4;
+
+    state->rerolls = REROLLS_MAX;
+    state->score = 0;
+
+    state->collectedPickups = 0;
+    for(int i = 0, n = rand_range(PICKUPS_MIN, PICKUPS_MAX); i < n; i++) {
+        int x = rand_range(0, CELLS_X);
+        int y = rand_range(0, CELLS_Y);
+        state->pickups[CELL(y, x)] = true;
+    }
+}
+
+static void recalculate_score(GameState* state) {
+    int score = 0;
+    for(int i = 0; i < CELLS_TOTAL; i++) {
+        if(state->filledCells[i]) score++;
+    }
+
+    for(int i = 0; i < CELLS_TOTAL; i++) {
+        if(!state->pickups[i] || !state->filledCells[i]) continue;
+
+        state->pickups[i] = false;
+        state->collectedPickups++;
+        state->rerolls++;
+    }
+
+    state->score = (score + state->collectedPickups * PICKUPS_POINTS_FACTOR) * SCORE_FACTOR;
+}
+
+static void draw_root_cell(Canvas* canvas, char root, int y, int x, bool isHidden) {
+    int posX = FIELD_START_X + x * CELL_SIZE + 1, posY = FIELD_START_Y + y * CELL_SIZE + 1;
+    canvas_draw_dot(canvas, posX, posY);
+
+    if(isHidden) {
+        canvas_set_color(canvas, ColorXOR);
+    }
+
+    if(root & R_UP) canvas_draw_dot(canvas, posX, posY - 1);
+    if(root & R_DOWN) canvas_draw_dot(canvas, posX, posY + 1);
+    if(root & R_LEFT) canvas_draw_dot(canvas, posX - 1, posY);
+    if(root & R_RIGHT) canvas_draw_dot(canvas, posX + 1, posY);
+
+    if(isHidden) {
+        canvas_set_color(canvas, ColorBlack);
+    }
+}
+
+static void draw_placed_roots(Canvas* canvas, GameState* state) {
+    for(int y = 0; y < CELLS_Y; y++) {
+        for(int x = 0; x < CELLS_X; x++) {
+            int c = CELL(y, x);
+            if(!state->filledCells[c]) continue;
+            draw_root_cell(canvas, state->cells[c], y, x, false);
+        }
+    }
+}
+
+static void draw_pickup(Canvas* canvas, GameState* state, int y, int x) {
+    int posX = FIELD_START_X + x * CELL_SIZE + 1, posY = FIELD_START_Y + y * CELL_SIZE + 1;
+
+    int stage = state->tick / PICKUP_FREQUENCY;
+
+    if(stage++ % 4 < 3) canvas_draw_dot(canvas, posX + 1, posY);
+    if(stage++ % 4 < 3) canvas_draw_dot(canvas, posX, posY + 1);
+    if(stage++ % 4 < 3) canvas_draw_dot(canvas, posX - 1, posY);
+    if(stage++ % 4 < 3) canvas_draw_dot(canvas, posX, posY - 1);
+}
+
+static void draw_pickups(Canvas* canvas, GameState* state) {
+    for(int y = 0; y < CELLS_Y; y++) {
+        for(int x = 0; x < CELLS_X; x++) {
+            int c = CELL(y, x);
+            if(!state->pickups[c]) continue;
+            draw_pickup(canvas, state, y, x);
+        }
+    }
+}
+
+static void draw_active_root(Canvas* canvas, GameState* state) {
+    bool isHidden = (state->tick % BLINK_PERIOD) < BLINK_HIDE_FRAMES;
+
+    for(int y = 0; y < state->rootSizeY; y++) {
+        for(int x = 0; x < state->rootSizeX; x++) {
+            int c = root_index(state, y, x);
+            if(!state->filledRoot[c]) continue;
+
+            int realX = x + state->pX;
+            int realY = y + state->pY;
+            draw_root_cell(canvas, state->root[c], realY, realX, isHidden);
+        }
+    }
+}
+
+#if DRAW_DEBUG
+static void draw_generated_root(Canvas* canvas, GameState* state) {
+    bool isHidden = (state->tick % BLINK_PERIOD) < BLINK_HIDE_FRAMES;
+
+    for(int y = 0; y < ROOT_SIZE_Y; y++) {
+        for(int x = 0; x < ROOT_SIZE_X; x++) {
+            int c = ROOT(y, x);
+            if(!state->filledRootBase[c]) continue;
+
+            int realX = x + 1;
+            int realY = y + 1;
+            draw_root_cell(canvas, state->rootBase[c], realY, realX, isHidden);
+        }
+    }
+}
+#endif
+
+static void draw_ground(Canvas* canvas, GameState* state) {
+    canvas_draw_line(canvas, 0, GROUND_HEIGHT, FLIPPER_LCD_WIDTH, GROUND_HEIGHT);
+    UNUSED(state);
+}
+
+static void draw_tree(Canvas* canvas, GameState* state) {
+    canvas_draw_icon(canvas, FLIPPER_LCD_WIDTH / 2 - 5, GROUND_HEIGHT - TREE_HEIGHT, &I_tree);
+    UNUSED(state);
+}
+
+static void draw_placement(Canvas* canvas, GameState* state) {
+    bool canPlace = can_place_root(state);
+    canvas_draw_icon(canvas, FLIPPER_LCD_WIDTH - 10, 0, canPlace ? &I_place_ok : &I_place_error);
+}
+
+static void draw_rerolls(Canvas* canvas, GameState* state) {
+    UNUSED(canvas);
+    UNUSED(state);
+
+    canvas_draw_icon(canvas, 0, 0, &I_root_reroll);
+
+    // Ugh
+    FuriString* tmp_string = furi_string_alloc();
+    furi_string_printf(tmp_string, "%d", MAX(0, state->rerolls));
+    canvas_draw_str(canvas, 11, 9, furi_string_get_cstr(tmp_string));
+    furi_string_free(tmp_string);
+}
+
+static void draw_score(Canvas* canvas, GameState* state) {
+    UNUSED(canvas);
+    UNUSED(state);
+
+    int x = FLIPPER_LCD_WIDTH / 2 + 15;
+    canvas_draw_icon(canvas, x, 0, &I_score);
+
+    // Ugh
+    FuriString* tmp_string = furi_string_alloc();
+    furi_string_printf(tmp_string, "%d", MAX(0, state->score));
+    canvas_draw_str(canvas, x + 11, 9, furi_string_get_cstr(tmp_string));
+    furi_string_free(tmp_string);
+}
+
+static void draw_gui(Canvas* canvas, GameState* state) {
+    draw_ground(canvas, state);
+    draw_tree(canvas, state);
+    draw_placement(canvas, state);
+    draw_rerolls(canvas, state);
+    draw_score(canvas, state);
+}
+
+static void draw_center_box(Canvas* canvas, int w2, int h2, int margin) {
+    int x = FLIPPER_LCD_WIDTH / 2 - w2;
+    int y = FLIPPER_LCD_HEIGHT / 2 - h2;
+
+    canvas_set_color(canvas, ColorWhite);
+    canvas_draw_box(
+        canvas, x - margin - 1, y - margin - 1, (w2 + margin + 1) * 2, (h2 + margin + 1) * 2);
+    canvas_set_color(canvas, ColorBlack);
+    canvas_draw_frame(canvas, x - margin, y - margin, (w2 + margin) * 2, (h2 + margin) * 2);
+}
+
+static void draw_start_ui(Canvas* canvas, GameState* state) {
+    int w2 = 40;
+    int margin = 3;
+    int h2 = 10;
+    draw_center_box(canvas, w2, h2, margin);
+
+    int x = FLIPPER_LCD_WIDTH / 2 - w2;
+    int y = FLIPPER_LCD_HEIGHT / 2 - h2;
+    canvas_draw_str(canvas, x + 1, y + 9, "  Grow your roots  ");
+    canvas_draw_str(canvas, x + 1, y + 18, "Press [OK] to start");
+
+    UNUSED(state);
+}
+
+static void draw_end_ui(Canvas* canvas, GameState* state) {
+    int w2 = 46;
+    int margin = 3;
+    int h2 = 15;
+    draw_center_box(canvas, w2, h2, margin);
+
+    int x = FLIPPER_LCD_WIDTH / 2 - w2;
+    int y = FLIPPER_LCD_HEIGHT / 2 - h2;
+
+    canvas_draw_str(canvas, x + 1, y + 9, "        Game Over        ");
+
+    FuriString* tmp_string = furi_string_alloc();
+    furi_string_printf(tmp_string, "You've got %d points", MAX(0, state->score));
+    canvas_draw_str(canvas, x + 1, y + 19, furi_string_get_cstr(tmp_string));
+    furi_string_free(tmp_string);
+
+    canvas_draw_str(canvas, x + 2, y + 29, "Press [OK] to restart");
+
+    int h = 13, w = 54;
+    canvas_set_color(canvas, ColorWhite);
+    canvas_draw_box(canvas, 0, FLIPPER_LCD_HEIGHT - h, w + 1, h + 1);
+    canvas_set_color(canvas, ColorBlack);
+    canvas_draw_frame(canvas, 0, FLIPPER_LCD_HEIGHT - h, w, h);
+    canvas_draw_str(canvas, 2, FLIPPER_LCD_HEIGHT - 3, "by @Xorboo");
+    UNUSED(state);
+}
+
+static void roots_draw_callback(Canvas* const canvas, void* ctx) {
+    furi_assert(ctx);
+    GameState* state = ctx;
+    furi_mutex_acquire(state->mutex, FuriWaitForever);
+
+    if(!state->initialDraw) {
+        state->initialDraw = true;
+
+        canvas_set_font(canvas, FontSecondary);
+        reset_level(state);
+    }
+
+    state->tick++;
+
+    draw_gui(canvas, state);
+    draw_placed_roots(canvas, state);
+    draw_pickups(canvas, state);
+
+    switch(state->stage) {
+    case StageStart:
+        draw_start_ui(canvas, state);
+        break;
+
+    case StageRun:
+        draw_active_root(canvas, state);
+#if DRAW_DEBUG
+        draw_generated_root(canvas, state);
+#endif
+        break;
+
+    case StageOver:
+        draw_end_ui(canvas, state);
+        break;
+    }
+
+    furi_mutex_release(state->mutex);
+}
+
+static void roots_input_callback(InputEvent* input_event, FuriMessageQueue* event_queue) {
+    furi_assert(event_queue);
+
+    GameEvent event = {.type = EventTypeKey, .input = *input_event};
+    furi_message_queue_put(event_queue, &event, FuriWaitForever);
+}
+
+static void roots_update_timer_callback(FuriMessageQueue* event_queue) {
+    furi_assert(event_queue);
+
+    GameEvent event = {.type = EventTypeTick};
+    furi_message_queue_put(event_queue, &event, 0);
+}
+
+static void ProcessStartInput(GameState* state, InputKey key) {
+    if(key == InputKeyOk) {
+        state->stage = StageRun;
+    }
+}
+
+static void ProcessRunInput(GameState* state, InputKey key) {
+    switch(key) {
+    case InputKeyRight:
+        state->pX = MIN(state->pX + 1, CELLS_X - state->rootSizeX);
+        break;
+    case InputKeyLeft:
+        state->pX = MAX(state->pX - 1, 0);
+        break;
+    case InputKeyUp:
+        state->pY = MAX(state->pY - 1, 0);
+        break;
+    case InputKeyDown:
+        state->pY = MIN(state->pY + 1, CELLS_Y - state->rootSizeY);
+        break;
+    case InputKeyOk: {
+        bool rootPlaced = try_place_root(state);
+        if(rootPlaced) {
+            recalculate_score(state);
+            generate_new_root(state);
+        } else {
+            state->rerolls--;
+            if(state->rerolls >= 0) {
+                generate_new_root(state);
+            } else {
+                state->stage = StageOver;
+            }
+        }
+        break;
+    }
+    default:
+        break;
+    }
+}
+
+static void ProcessOverInput(GameState* state, InputKey key) {
+    if(key == InputKeyOk) {
+        state->stage = StageStart;
+        reset_level(state);
+    }
+}
+
+int32_t roots_of_life_game_app(void* p) {
+    FURI_LOG_D(TAG, "Starting game...");
+
+    UNUSED(p);
+    int32_t return_code = 0;
+
+    // Set random seed from interrR_UPts
+    srand(DWT->CYCCNT);
+
+    FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(GameEvent));
+
+    GameState* state = malloc(sizeof(GameState));
+    game_state_init(state);
+
+    state->mutex = furi_mutex_alloc(FuriMutexTypeNormal);
+    if(!state->mutex) {
+        FURI_LOG_E(TAG, "Cannot create mutex\r\n");
+        return_code = 255;
+        goto free_and_exit;
+    }
+
+    // Set system callbacks
+    ViewPort* view_port = view_port_alloc();
+    view_port_draw_callback_set(view_port, roots_draw_callback, state);
+    view_port_input_callback_set(view_port, roots_input_callback, event_queue);
+
+    FuriTimer* timer =
+        furi_timer_alloc(roots_update_timer_callback, FuriTimerTypePeriodic, event_queue);
+    furi_timer_start(timer, furi_kernel_get_tick_frequency() / 22);
+
+    // Open GUI and register view_port
+    Gui* gui = furi_record_open(RECORD_GUI);
+    gui_add_view_port(gui, view_port, GuiLayerFullscreen);
+
+    FURI_LOG_D(TAG, "Entering game loop...");
+    GameEvent event;
+    for(bool processing = true; processing;) {
+        FuriStatus event_status = furi_message_queue_get(event_queue, &event, 100);
+        furi_mutex_acquire(state->mutex, FuriWaitForever);
+
+        if(event_status == FuriStatusOk) {
+            // Key events
+            if(event.type == EventTypeKey) {
+                FURI_LOG_D(TAG, "Got key: %d", event.input.key);
+                if(event.input.type == InputTypePress || event.input.type == InputTypeLong ||
+                   event.input.type == InputTypeRepeat) {
+                    if(event.input.key == InputKeyBack) {
+                        processing = false;
+                    }
+
+                    switch(state->stage) {
+                    case StageStart:
+                        ProcessStartInput(state, event.input.key);
+                        break;
+                    case StageRun:
+                        ProcessRunInput(state, event.input.key);
+                        break;
+                    case StageOver:
+                        ProcessOverInput(state, event.input.key);
+                        break;
+                    }
+                }
+            }
+        } else {
+            // Event timeout
+            FURI_LOG_D(TAG, "furi_message_queue: Event timeout");
+        }
+
+        view_port_update(view_port);
+        furi_mutex_release(state->mutex);
+    }
+
+    furi_timer_free(timer);
+    view_port_enabled_set(view_port, false);
+    gui_remove_view_port(gui, view_port);
+    furi_record_close(RECORD_GUI);
+    furi_record_close(RECORD_NOTIFICATION);
+    view_port_free(view_port);
+    furi_mutex_free(state->mutex);
+
+free_and_exit:
+    FURI_LOG_D(TAG, "Quitting game...");
+    game_state_free(state);
+    free(state);
+    furi_message_queue_free(event_queue);
+
+    return return_code;
+}