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asteroids/.gitsubtree

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+https://github.com/xMasterX/all-the-plugins dev apps_source_code/flipper-asteroids

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asteroids/LICENSE

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+Copyright (c) 2022-2023 Salvatore Sanfilippo <antirez at gmail dot com>
+
+All rights reserved.
+
+Redistribution and use in source and binary forms, with or without
+modification, are permitted provided that the following conditions are met:
+
+* Redistributions of source code must retain the above copyright notice,
+  this list of conditions and the following disclaimer.
+
+* Redistributions in binary form must reproduce the above copyright notice,
+  this list of conditions and the following disclaimer in the documentation
+  and/or other materials provided with the distribution.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
+ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
+ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
+ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

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asteroids/README.md

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+This is an implementation of the classic Asteroids game for the [Flipper Zero](https://flipperzero.one/). Inside you will find a simple 2D engine that can be reused to implement other games. Note: This one is SimplyMinimal's fork of Antirez's version with several modifications.
+
+# What's New
+* Auto rapid fire (less wear on the buttons this way too)
+* Up button applies thrusters
+* Haptic feedback and LED effects
+* Power up system
+* High Score system
+* Automatic save and load of high score
+* Ability to Pause
+* Some modifications to certain game play elements
+
+## What's coming next
+* Settings screen
+* Enabling sound effects (configurable on/off option)
+* ~~Power Ups~~ Improved power up management
+
+---
+
+This is a screenshot, but the game looks a lot better in the device itself:
+
+![Asteroids for Flipper Zero screenshot](/images/Asteroids-PowerUps.png "In game screenshot")
+
+![Pause Screen](images/Pause%20Screen.png "Pause screen")
+
+# Controls:
+* Left/Right: rotate ship in the two directions.
+* Ok, short press: Short burst bullets
+* Ok, long press: Auto-fire bullets
+* Up: Accelerate
+* Down: Decelerate
+* Back (Short Press): Pause game
+* Back (Long Press): Exit game. It will automatically save the high scoore too.
+
+Your high scores will automatically be saved. Go forth and compete!
+
+---
+# Power Ups
+* ![](assets/firepower_shifted_9x10.png "Ammunition") - Machine gun fire. Press and hold OK button to fire more than the default 5 bullets
+* ![](assets/heart_10x10.png "Lives") - Et tu, Brute? Gives a bonus life up to a maximum of 5 lives
+* ![](assets/nuke_10x10.png "Nuke") - Nuke (work in progress). Destroys everything in sight (but keeps the power ups)
+* ![](assets/split_shield_10x10.png "Shield") - Use the force! Spins up a shield that can be used as a battering ram. Take zero damage while in use.
+
+## More power ups coming soon...
+
+---
+## Installing the binary file (no build needed)
+
+Go to the releases and drop the `asteroids.fap` file into the
+following Flipper Zero location:
+
+    /ext/apps/Games
+
+The `ext` part means that we are in the SD card. So if you don't want
+to use the Android (or other) application to upload the file,
+you can just take out the SD card, insert it in your computer,
+copy the fine into `apps/Games`, and that's it.
+
+## Installing the app from source
+
+* Download the Flipper Zero dev kit and build it:
+```
+mkdir -p ~/flipperZero/official/
+cd ~/flipperZero/official/
+git clone --recursive  https://github.com/flipperdevices/flipperzero-firmware.git  ./
+./fbt
+```
+* Copy this application folder in `official/application_user`.
+* Connect your Flipper via USB.
+* Build and install with: `./fbt launch_app APPSRC=asteroids`.
+
+## License
+
+BSD licensed. Enjoy.

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asteroids/app.c

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+/* Copyright (C) 2023 Salvatore Sanfilippo -- All Rights Reserved
+ * See the LICENSE file for information about the license. */
+
+#include <furi.h>
+#include <furi_hal.h>
+#include <storage/storage.h>
+#include <input/input.h>
+#include <gui/gui.h>
+#include <stdlib.h>
+#include <gui/gui.h>
+#include <gui/view_dispatcher.h>
+#include <gui/scene_manager.h>
+#include <math.h>
+#include <notification/notification.h>
+#include <notification/notification_messages.h>
+#include <asteroids_icons.h>
+
+#define TAG "Asteroids" // Used for logging
+#define DEBUG_MSG 0
+#define SCREEN_XRES 128
+#define SCREEN_YRES 64
+#define GAME_START_LIVES 3
+#define MAXLIVES 5 /* Max bonus lives allowed. */
+#define TTLBUL 30 /* Bullet time to live, in ticks. */
+#define MAXBUL 50 /* Max bullets on the screen. */
+//@todo MAX Asteroids
+#define MAXAST 32 /* Max asteroids on the screen. */
+#define MAXPOWERUPS 3 /* Max powerups allowed on screen */
+#define POWERUPSTTL 400 /* Max powerup time to live, in ticks. */
+#define SHIP_HIT_ANIMATION_LEN 15
+#define SAVING_DIRECTORY "/ext/apps/Games"
+#define SAVING_FILENAME SAVING_DIRECTORY "/game_asteroids.save"
+#ifndef PI
+#define PI 3.14159265358979f
+#endif
+
+/* ============================ Data structures ============================= */
+typedef enum PowerUpType {
+    PowerUpTypeShield, // Shield
+    PowerUpTypeLife, // Extra life
+    PowerUpTypeFirePower, // Burst Fire power
+    // PowerUpTypeRadialFire, // Radial Fire power
+    PowerUpTypeNuke, // Nuke power
+    // PowerUpTypeClone, // Clone ship
+    // PowerUpTypeAssist, // Secondary ship
+    Number_of_PowerUps // Used to count the number of powerups
+} PowerUpType;
+
+//    struct PowerUp
+typedef struct PowerUp {
+    float x, y, vx, vy; /* Fields like in ship. */
+    // rot, /* Fields like ship. */
+    // rot_speed, /* Angular velocity (rot speed and sense). */
+    float size; /* Power Up size */
+
+    uint32_t ttl; /* Time to live, in ticks. */
+    uint32_t display_ttl; /* How long to display the powerup before it disappears */
+    enum PowerUpType powerUpType; /* PowerUp type */
+    bool isPowerUpActive; /* Is the powerup active? */
+} PowerUp;
+
+typedef struct Ship {
+    float x, /* Ship x position. */
+        y, /* Ship y position. */
+        vx, /* x velocity. */
+        vy, /* y velocity. */
+        rot; /* Current rotation. 2*PI full ortation. */
+} Ship;
+
+typedef struct Bullet {
+    float x, y, vx, vy; /* Fields like in ship. */
+    uint32_t ttl; /* Time to live, in ticks. */
+} Bullet;
+
+typedef struct Asteroid {
+    float x, y, vx, vy, rot, /* Fields like ship. */
+        rot_speed, /* Angular velocity (rot speed and sense). */
+        size; /* Asteroid size. */
+    uint8_t shape_seed; /* Seed to give random shape. */
+} Asteroid;
+
+// @todo AsteroidsApp
+typedef struct AsteroidsApp {
+    /* GUI */
+    Gui* gui;
+    ViewPort* view_port; /* We just use a raw viewport and we render
+                                everything into the low level canvas. */
+    FuriMessageQueue* event_queue; /* Keypress events go here. */
+
+    /* Game state. */
+    int running; /* Once false exists the app. */
+    bool gameover; /* Gameover status. */
+    bool paused; /* Game paused status. */
+    uint32_t ticks; /* Game ticks. Increments at each refresh. */
+    uint32_t score; /* Game score. */
+    uint32_t highscore; /* Highscore. Shown on Game Over Screen */
+    bool is_new_highscore; /* Is the last score a new highscore? */
+    uint32_t lives; /* Number of lives in the current game. */
+    uint32_t ship_hit; /* When non zero, the ship was hit by an asteroid
+                               and we need to show an animation as long as
+                               its value is non-zero (and decrease it's value
+                               at each tick of animation). */
+
+    /* Ship state. */
+    struct Ship ship;
+    struct PowerUp powerUps[MAXPOWERUPS]; /* Each powerup state. */
+    int powerUps_num; /* Active powerups. */
+
+    /* Bullets state. */
+    struct Bullet bullets[MAXBUL]; /* Each bullet state. */
+    int bullets_num; /* Active bullets. */
+    uint32_t last_bullet_tick; /* Tick the last bullet was fired. */
+    uint32_t bullet_min_period; /* Minimum time between bullets in ms. */
+
+    /* Asteroids state. */
+    Asteroid asteroids[MAXAST]; /* Each asteroid state. */
+    int asteroids_num; /* Active asteroids. */
+
+    uint32_t pressed[InputKeyMAX]; /* pressed[id] is true if pressed.
+                                      Each array item contains the time
+                                      in milliseconds the key was pressed. */
+    bool fire; /* Short press detected: fire a bullet. */
+} AsteroidsApp;
+
+const NotificationSequence sequence_thrusters = {
+    &message_vibro_on,
+    &message_delay_10,
+    &message_vibro_off,
+    NULL,
+};
+
+const NotificationSequence sequence_brake = {
+    &message_vibro_on,
+    &message_delay_10,
+    &message_delay_1,
+    &message_delay_1,
+    &message_vibro_off,
+    NULL,
+};
+
+const NotificationSequence sequence_crash = {
+    &message_red_255,
+
+    &message_vibro_on,
+    // &message_note_g5, // Play sound but currently disabled
+    &message_delay_25,
+    // &message_note_e5,
+    &message_vibro_off,
+    &message_sound_off,
+    NULL,
+};
+
+const NotificationSequence sequence_bullet_fired = {
+    &message_vibro_on,
+    // &message_note_g5, // Play sound but currently disabled. Need On/Off menu setting
+    &message_delay_10,
+    &message_delay_1,
+    &message_delay_1,
+    &message_delay_1,
+    &message_delay_1,
+    &message_delay_1,
+
+    // &message_note_e5,
+    &message_vibro_off,
+    &message_sound_off,
+    NULL,
+};
+
+const NotificationSequence sequence_powerup_collected = {
+    &message_vibro_on,
+    &message_delay_1,
+    &message_delay_1,
+    &message_delay_1,
+    &message_delay_1,
+    &message_delay_1,
+    &message_vibro_off,
+    NULL,
+};
+
+const NotificationSequence sequence_nuke = {
+    &message_blink_set_color_red,
+    &message_blink_start_100,
+
+    &message_vibro_on,
+    &message_delay_10,
+    &message_vibro_off,
+
+    &message_vibro_on,
+    &message_delay_10,
+    &message_vibro_off,
+
+    &message_vibro_on,
+    &message_delay_10,
+    &message_vibro_off,
+    &message_red_0,
+
+    &message_vibro_on,
+    &message_delay_10,
+    &message_delay_1,
+    &message_delay_1,
+    &message_vibro_off,
+
+    &message_vibro_on,
+    &message_delay_10,
+    &message_delay_1,
+    &message_delay_1,
+    &message_vibro_off,
+
+    &message_vibro_on,
+    &message_delay_10,
+    &message_delay_1,
+    &message_delay_1,
+    &message_vibro_off,
+
+    &message_blink_stop,
+    &message_vibro_off,
+    &message_sound_off,
+    NULL,
+};
+
+/* ============================== Prototyeps ================================ */
+
+// Only functions called before their definition are here.
+bool isPowerUpActive(AsteroidsApp* app, enum PowerUpType powerUpType);
+bool isPowerUpAlreadyExists(AsteroidsApp* app, enum PowerUpType powerUpType);
+bool load_game(AsteroidsApp* app);
+void save_game(AsteroidsApp* app);
+void restart_game_after_gameover(AsteroidsApp* app);
+uint32_t key_pressed_time(AsteroidsApp* app, InputKey key);
+
+/* ============================ 2D drawing ================================== */
+
+/* This structure represents a polygon of at most POLY_MAX points.
+ * The function draw_poly() is able to render it on the screen, rotated
+ * by the amount specified. */
+#define POLY_MAX 8
+typedef struct Poly {
+    float x[POLY_MAX];
+    float y[POLY_MAX];
+    uint32_t points; /* Number of points actually populated. */
+} Poly;
+
+/* Define the polygons we use. */
+Poly ShipPoly = {{-3, 0, 3}, {-3, 6, -3}, 3};
+
+Poly ShipFirePoly = {{-1.5, 0, 1.5}, {-3, -6, -3}, 3};
+
+/* Rotate the point of the poligon 'poly' and store the new rotated
+ * polygon in 'rot'. The polygon is rotated by an angle 'a', with
+ * center at 0,0. */
+void rotate_poly(Poly* rot, Poly* poly, float a) {
+    /* We want to compute sin(a) and cos(a) only one time
+     * for every point to rotate. It's a slow operation. */
+    float sin_a = (float)sin(a);
+    float cos_a = (float)cos(a);
+    for(uint32_t j = 0; j < poly->points; j++) {
+        rot->x[j] = poly->x[j] * cos_a - poly->y[j] * sin_a;
+        rot->y[j] = poly->y[j] * cos_a + poly->x[j] * sin_a;
+    }
+    rot->points = poly->points;
+}
+
+/* This is an 8 bit LFSR we use to generate a predictable and fast
+ * pseudorandom sequence of numbers, to give a different shape to
+ * each asteroid. */
+void lfsr_next(unsigned char* prev) {
+    unsigned char lsb = *prev & 1;
+    *prev = *prev >> 1;
+    if(lsb == 1) *prev ^= 0b11000111;
+    *prev ^= *prev << 7; /* Mix things a bit more. */
+}
+
+/* ================================ Render ================================ */
+
+/* Render the polygon 'poly' at x,y, rotated by the specified angle. */
+void draw_poly(Canvas* const canvas, Poly* poly, uint8_t x, uint8_t y, float a) {
+    Poly rot;
+    rotate_poly(&rot, poly, a);
+    canvas_set_color(canvas, ColorBlack);
+    for(uint32_t j = 0; j < rot.points; j++) {
+        uint32_t a = j;
+        uint32_t b = j + 1;
+        if(b == rot.points) b = 0;
+        canvas_draw_line(canvas, x + rot.x[a], y + rot.y[a], x + rot.x[b], y + rot.y[b]);
+    }
+}
+
+/* A bullet is just a + pixels pattern. A single pixel is not
+ * visible enough. */
+void draw_bullet(Canvas* const canvas, Bullet* b) {
+    canvas_draw_dot(canvas, b->x - 1, b->y);
+    canvas_draw_dot(canvas, b->x + 1, b->y);
+    canvas_draw_dot(canvas, b->x, b->y);
+    canvas_draw_dot(canvas, b->x, b->y - 1);
+    canvas_draw_dot(canvas, b->x, b->y + 1);
+}
+
+/* Draw an asteroid. The asteroid shapes is computed on the fly and
+ * is not stored in a permanent shape structure. In order to generate
+ * the shape, we use an initial fixed shape that we resize according
+ * to the asteroid size, perturbate according to the asteroid shape
+ * seed, and finally draw it rotated of the right amount. */
+void draw_asteroid(Canvas* const canvas, Asteroid* ast) {
+    Poly ap;
+
+    /* Start with what is kinda of a circle. Note that this could be
+     * stored into a template and copied here, to avoid computing
+     * sin() / cos(). But the Flipper can handle it without problems. */
+    uint8_t r = ast->shape_seed;
+    for(int j = 0; j < 8; j++) {
+        float a = (PI * 2) / 8 * j;
+
+        /* Before generating the point, to make the shape unique generate
+         * a random factor between .7 and 1.3 to scale the distance from
+         * the center. However this asteroid should have its unique shape
+         * that remains always the same, so we use a predictable PRNG
+         * implemented by an 8 bit shift register. */
+        lfsr_next(&r);
+        float scaling = .7 + ((float)r / 255 * .6);
+
+        ap.x[j] = (float)sin(a) * ast->size * scaling;
+        ap.y[j] = (float)cos(a) * ast->size * scaling;
+    }
+    ap.points = 8;
+    draw_poly(canvas, &ap, ast->x, ast->y, ast->rot);
+}
+
+/* Draw small ships in the top-right part of the screen, one for
+ * each left live. */
+void draw_left_lives(Canvas* const canvas, AsteroidsApp* app) {
+    int lives = app->lives;
+    int x = SCREEN_XRES - 5;
+
+    Poly mini_ship = {{-2, 0, 2}, {-2, 4, -2}, 3};
+    while(lives--) {
+        draw_poly(canvas, &mini_ship, x, 6, PI);
+        x -= 6;
+    }
+}
+
+bool should_draw_powerUp(PowerUp* const p) {
+    // Just return if power up has already been picked up
+    if(p->display_ttl == 0) return false;
+
+    // Begin flashing power up when it is about to expire
+    if(p->display_ttl < 100) {
+        return p->display_ttl % 8 > 0;
+    }
+
+    return true;
+}
+
+void draw_powerUp_RemainingLife(Canvas* canvas, PowerUp* const p, int y_offset) {
+    if(!p->isPowerUpActive) return;
+
+    /*
+    Here we generate a reverse progress bar. The bar is 24 pixels wide and 1 pixel tall.
+    Calculate the percentage of hitpoints left: hitpoints / total hitpoints
+    Multiply the percentage by the width of the bar (in pixels): percentage * bar width
+    Subtract the result from the width of the bar to get the filled portion of the bar: bar width - (percentage * bar width)
+    Round the result to the nearest integer to get the final result.
+
+    400 / 400 = 1.0
+    1.0 * 24 = 24
+    24 - 24 = 0
+    Round(0) = 0
+    */
+    int progress_bar_width = SCREEN_XRES / 4;
+
+    if(p->ttl > 0) {
+        canvas_set_color(canvas, ColorBlack);
+        int remaining = ceil(((float)p->ttl / (float)POWERUPSTTL) * (float)progress_bar_width);
+
+        if(remaining > 0) {
+            canvas_draw_line(
+                canvas,
+                (SCREEN_XRES / 2) - remaining, // x1
+                3 + y_offset, //y1
+                (SCREEN_XRES / 2) + remaining, //x2
+                3 + y_offset); // y2
+        }
+    }
+}
+
+void draw_powerUps(Canvas* const canvas, PowerUp* const p) {
+    /*
+    
+    * * * * * * * * * *
+    *                 *
+    *	              *
+    *                 *
+    *       F         *
+    *                 *
+    *                 *
+    *                 *
+    *                 *
+    * * * * * * * * * *
+
+    BOX_SIZE = 10
+    Box_Width = BOX_SIZE
+    BOX_HEIGHT = BOX_SIZE
+    BOX_X_POS = x - BOX_WIDTH/2
+    BOX_Y_POS = y - BOX_HEIGHT/2
+    POS_F_X = WIDTH/2
+    POS_F_Y = HEIGHT/2
+
+    */
+
+    //@todo render_callback
+
+    // Just return if power up has already been picked up
+    // FURI_LOG_I(TAG, "[draw_powerUps] Display TTL: %lu", p->display_ttl);
+    if(p->display_ttl == 0) return;
+    if(!should_draw_powerUp(p)) return;
+
+    canvas_set_color(canvas, ColorXOR);
+
+    // Display power up to be picked up
+    switch(p->powerUpType) {
+    case PowerUpTypeFirePower:
+        canvas_draw_icon(canvas, p->x, p->y, &I_firepower_shifted_9x10);
+        break;
+    case PowerUpTypeShield:
+        canvas_draw_icon(canvas, p->x, p->y, &I_shield_frame);
+        break;
+    case PowerUpTypeLife:
+        // Draw a heart
+        canvas_draw_icon(canvas, p->x, p->y, &I_heart_10x10);
+        break;
+    case PowerUpTypeNuke:
+        // canvas_draw_disc(canvas, p->x, p->y, p->size);
+        // canvas_draw_str(canvas, p->x, p->y, "N");
+        canvas_draw_icon(canvas, p->x, p->y, &I_nuke_10x10);
+        break;
+    // case PowerUpTypeRadialFire:
+    //     // Draw box with letter R inside
+    //     canvas_draw_str(canvas, p->x, p->y, "R");
+    //     break;
+    // case PowerUpTypeAssist:
+    //     // Draw box with letter A inside
+    //     canvas_draw_str(canvas, p->x, p->y, "A");
+    //     break;
+    // case PowerUpTypeClone:
+    //     // Draw box with letter C inside
+    //     canvas_draw_str(canvas, p->x, p->y, "C");
+    //     break;
+    default:
+        //@todo Uknown Power Up Type Detected
+        // Draw box with letter U inside
+        canvas_draw_str(canvas, p->x, p->y, "?");
+        FURI_LOG_E(TAG, "Unexpected Power Up Type Detected: %i", p->powerUpType);
+        break;
+    }
+}
+
+void draw_shield(Canvas* const canvas, AsteroidsApp* app) {
+    if(isPowerUpActive(app, PowerUpTypeShield) == false) return;
+
+    canvas_set_color(canvas, ColorXOR);
+    // canvas_draw_disc(canvas, app->ship.x, app->ship.y, 4);
+    canvas_draw_circle(canvas, app->ship.x, app->ship.y, 8);
+}
+
+/* Render the current game screen. */
+void render_callback(Canvas* const canvas, void* ctx) {
+    AsteroidsApp* app = ctx;
+
+    /* Clear screen. */
+    canvas_set_color(canvas, ColorWhite);
+    canvas_draw_box(canvas, 0, 0, SCREEN_XRES - 1, SCREEN_YRES - 1);
+
+    /* Draw score. */
+    canvas_set_color(canvas, ColorBlack);
+    canvas_set_font(canvas, FontSecondary);
+    char score[32];
+    snprintf(score, sizeof(score), "%lu", app->score);
+    canvas_draw_str(canvas, 0, 8, score);
+
+    /* Draw left ships. */
+    draw_left_lives(canvas, app);
+
+    /* Draw ship, asteroids, bullets. */
+    draw_poly(canvas, &ShipPoly, app->ship.x, app->ship.y, app->ship.rot);
+
+    /* Draw shield if active. */
+    draw_shield(canvas, app);
+
+    if(key_pressed_time(app, InputKeyUp) > 0) {
+        notification_message(furi_record_open(RECORD_NOTIFICATION), &sequence_thrusters);
+        draw_poly(canvas, &ShipFirePoly, app->ship.x, app->ship.y, app->ship.rot);
+    }
+
+    for(int j = 0; j < app->bullets_num; j++) draw_bullet(canvas, &app->bullets[j]);
+
+    for(int j = 0; j < app->asteroids_num; j++) draw_asteroid(canvas, &app->asteroids[j]);
+
+    for(int j = 0; j < app->powerUps_num; j++) {
+        draw_powerUps(canvas, &app->powerUps[j]);
+        draw_powerUp_RemainingLife(canvas, &app->powerUps[j], j);
+    }
+
+    if(app->paused) {
+        canvas_set_color(canvas, ColorXOR);
+        canvas_set_font(canvas, FontPrimary);
+        canvas_draw_rbox(canvas, 0, 0, SCREEN_XRES, SCREEN_YRES, 4);
+        canvas_draw_str_aligned(
+            canvas, SCREEN_XRES / 2, SCREEN_YRES / 2, AlignCenter, AlignCenter, "Paused");
+        return;
+    }
+
+    /* Game over text. */
+    if(app->gameover) {
+        canvas_set_color(canvas, ColorBlack);
+        canvas_set_font(canvas, FontPrimary);
+
+        // TODO: if new highscore, display blinking "New High Score"
+        // Display High Score
+        if(app->is_new_highscore) {
+            canvas_draw_str(canvas, 22, 9, "New High Score!");
+        } else {
+            canvas_draw_str(canvas, 36, 9, "High Score");
+        }
+
+        // Convert highscore to string
+        int length = snprintf(NULL, 0, "%lu", app->highscore);
+        char* str_high_score = malloc(length + 1);
+        snprintf(str_high_score, length + 1, "%lu", app->highscore);
+
+        // Get length to center on screen
+        int nDigits = 0;
+        if(app->highscore > 0) {
+            nDigits = floor(log10(app->highscore)) + 1;
+        }
+
+        // Draw highscore centered
+        canvas_draw_str(canvas, (SCREEN_XRES / 2) - (nDigits * 2), 20, str_high_score);
+        free(str_high_score);
+
+        canvas_draw_str(canvas, 28, 35, "GAME   OVER");
+        canvas_set_font(canvas, FontSecondary);
+        canvas_draw_str(canvas, 25, 50, "Press OK to restart");
+    }
+}
+
+/* ============================ Game logic ================================== */
+
+/* Given the current position, update it according to the velocity and
+ * wrap it back to the other side if the object went over the screen. */
+void update_pos_by_velocity(float* x, float* y, float vx, float vy) {
+    /* Return back from one side to the other of the screen. */
+    *x += vx;
+    *y += vy;
+    if(*x >= SCREEN_XRES)
+        *x = 0;
+    else if(*x < 0)
+        *x = SCREEN_XRES - 1;
+    if(*y >= SCREEN_YRES)
+        *y = 0;
+    else if(*y < 0)
+        *y = SCREEN_YRES - 1;
+}
+
+float distance(float x1, float y1, float x2, float y2) {
+    float dx = x1 - x2;
+    float dy = y1 - y2;
+    return sqrt(dx * dx + dy * dy);
+}
+
+/* Detect a collision between the object at x1,y1 of radius r1 and
+ * the object at x2, y2 of radius r2. A factor < 1 will make the
+ * function detect the collision even if the objects are yet not
+ * relly touching, while a factor > 1 will make it detect the collision
+ * only after they are a bit overlapping. It basically is used to
+ * rescale the distance.
+ *
+ * Note that in this simplified 2D world, objects are all considered
+ * spheres (this is why this function only takes the radius). This
+ * is, after all, kinda accurate for asteroids, for bullets, and
+ * even for the ship "core" itself. */
+bool objects_are_colliding(float x1, float y1, float r1, float x2, float y2, float r2, float factor) {
+    /* The objects are colliding if the distance between object 1 and 2
+     * is smaller than the sum of the two radiuses r1 and r2.
+     * So it would be like: sqrt((x1-x2)^2+(y1-y2)^2) < r1+r2.
+     * However we can avoid computing the sqrt (which is slow) by
+     * squaring the second term and removing the square root, making
+     * the comparison like this:
+     *
+     * (x1-x2)^2+(y1-y2)^2 < (r1+r2)^2. */
+    float dx = (x1 - x2) * factor;
+    float dy = (y1 - y2) * factor;
+    float rsum = r1 + r2;
+    return dx * dx + dy * dy < rsum * rsum;
+}
+
+/* ================================ Bullets ================================ */
+//@todo ship_fire_bullet
+/* Create a new bullet headed in the same direction of the ship. */
+void ship_fire_bullet(AsteroidsApp* app) {
+    // No power ups, only 5 bullets allowed
+    if(isPowerUpActive(app, PowerUpTypeFirePower) == false && app->bullets_num >= 5) return;
+
+    // Double the Fire Power
+    if(isPowerUpActive(app, PowerUpTypeFirePower) && (app->bullets_num >= (MAXBUL))) return;
+
+    notification_message(furi_record_open(RECORD_NOTIFICATION), &sequence_bullet_fired);
+    Bullet* b = &app->bullets[app->bullets_num];
+    b->x = app->ship.x;
+    b->y = app->ship.y;
+    b->vx = -sin(app->ship.rot);
+    b->vy = cos(app->ship.rot);
+
+    /* Ship should fire from its head, not in the middle. */
+    b->x += b->vx * 5;
+    b->y += b->vy * 5;
+
+    /* Give the bullet some velocity (for now the vector is just
+     * normalized to 1). */
+    b->vx *= 3;
+    b->vy *= 3;
+
+    /* It's more realistic if we add the velocity vector of the
+     * ship, too. Otherwise if the ship is going fast the bullets
+     * will be slower, which is not how the world works. */
+    b->vx += app->ship.vx;
+    b->vy += app->ship.vy;
+
+    b->ttl = TTLBUL; /* The bullet will disappear after N ticks. */
+    app->bullets_num++;
+}
+
+/* Remove the specified bullet by id (index in the array). */
+void remove_bullet(AsteroidsApp* app, int bid) {
+    /* Replace the top bullet with the empty space left
+     * by the removal of this bullet. This way we always take the
+     * array dense, which is an advantage when looping. */
+    int n = --app->bullets_num;
+    if(n && bid != n) app->bullets[bid] = app->bullets[n];
+}
+
+/* ================================ Asteroids ================================ */
+/* Create a new asteroid, away from the ship. Return the
+ * pointer to the asteroid object, so that the caller can change
+ * certain things of the asteroid if needed. */
+Asteroid* add_asteroid(AsteroidsApp* app) {
+    if(app->asteroids_num == MAXAST) return NULL;
+    float size = 4 + rand() % 15;
+    float min_distance = 20;
+    float x, y;
+    do {
+        x = rand() % SCREEN_XRES;
+        y = rand() % SCREEN_YRES;
+    } while(distance(app->ship.x, app->ship.y, x, y) < min_distance + size);
+    Asteroid* a = &app->asteroids[app->asteroids_num++];
+    a->x = x;
+    a->y = y;
+    a->vx = 2 * (-.5 + ((float)rand() / RAND_MAX));
+    a->vy = 2 * (-.5 + ((float)rand() / RAND_MAX));
+    a->size = size;
+    a->rot = 0;
+    a->rot_speed = ((float)rand() / RAND_MAX) / 10;
+    if(app->ticks & 1) a->rot_speed = -(a->rot_speed);
+    a->shape_seed = rand() & 255;
+    return a;
+}
+
+/* Remove the specified asteroid by id (index in the array). */
+void remove_asteroid(AsteroidsApp* app, int id) {
+    /* Replace the top asteroid with the empty space left
+     * by the removal of this one. This way we always take the
+     * array dense, which is an advantage when looping. */
+    int n = --app->asteroids_num;
+    if(n && id != n) app->asteroids[id] = app->asteroids[n];
+}
+
+/* Called when an asteroid was reached by a bullet. The asteroid
+ * hit is the one with the specified 'id'. */
+void asteroid_was_hit(AsteroidsApp* app, int id) {
+    float sizelimit = 6; // Smaller than that polverize in one shot.
+    Asteroid* a = &app->asteroids[id];
+
+    /* Asteroid is large enough to break into fragments. */
+    float size = a->size;
+    float x = a->x, y = a->y;
+    remove_asteroid(app, id);
+    if(size > sizelimit) {
+        int max_fragments = size / sizelimit;
+        int fragments = 2 + rand() % max_fragments;
+        float newsize = size / fragments;
+        if(newsize < 2) newsize = 2;
+        for(int j = 0; j < fragments; j++) {
+            a = add_asteroid(app);
+            if(a == NULL) break; // Too many asteroids on screen.
+            a->x = x + -(size / 2) + rand() % (int)newsize;
+            a->y = y + -(size / 2) + rand() % (int)newsize;
+            a->size = newsize;
+        }
+    } else {
+        app->score++;
+        if(app->score > app->highscore) {
+            app->is_new_highscore = true;
+            app->highscore = app->score; // Show on Game Over Screen and future main menu
+        }
+    }
+}
+
+/* ================================ Power Up ================================ */
+bool isPowerUpCollidingWithEachOther(AsteroidsApp* app, float x, float y, float size) {
+    for(int i = 0; i < app->powerUps_num; i++) {
+        PowerUp* p2 = &app->powerUps[i];
+        if(objects_are_colliding(x, y, size, p2->x, p2->y, p2->size, 1)) return true;
+    }
+    return false;
+}
+
+bool should_trigger_rare_powerUp(PowerUpType selected_powerUpType) {
+    switch(selected_powerUpType) {
+    case PowerUpTypeLife: // Make extra life power up more rare
+        return rand() % 10 != 0;
+    case PowerUpTypeShield: // Make shield power up more rare
+        return rand() % 4 != 0;
+    default:
+        return true;
+    }
+}
+
+//@todo Add PowerUp
+PowerUp* add_powerUp(AsteroidsApp* app) {
+    FURI_LOG_I(TAG, "add_powerUp: %i", app->powerUps_num);
+    if(app->powerUps_num == MAXPOWERUPS) return NULL; // Max Power Ups reached
+    if(app->lives == MAXLIVES) return NULL; // Max Lives reached
+
+    // Randomly select power up for display
+    PowerUpType selected_powerUpType = rand() % Number_of_PowerUps;
+    FURI_LOG_I(TAG, "[add_powerUp] Power Up Selected: %i", selected_powerUpType);
+
+    // Don't add already existing power ups
+    if(isPowerUpAlreadyExists(app, selected_powerUpType)) {
+        FURI_LOG_D(TAG, "[add_powerUp] Power Up %i already active", selected_powerUpType);
+        return NULL;
+    }
+
+    // Make some power ups more rare
+    if(!should_trigger_rare_powerUp(selected_powerUpType)) {
+        FURI_LOG_D(TAG, "[add_powerUp] Power Up %i not triggered", selected_powerUpType);
+        return NULL;
+    }
+
+    float size = 10;
+    float min_distance = 20;
+    float x, y;
+    do {
+        //Make sure power up is not spawned on the edge of the screen
+        x = rand() % (SCREEN_XRES - (int)size);
+        y = rand() % (SCREEN_YRES - (int)size);
+
+        //Also keep it away from the lives and score at the top of screen
+        if(y < size) y = size;
+    } while(
+        ((distance(app->ship.x, app->ship.y, x, y) < min_distance + size) ||
+         isPowerUpCollidingWithEachOther(app, x, y, size)));
+
+    PowerUp* p = &app->powerUps[app->powerUps_num++];
+    p->x = x;
+    p->y = y;
+    //@todo Disable Velocity
+    p->vx = 0; //2 * (-.5 + ((float)rand() / RAND_MAX));
+    p->vy = 0; //2 * (-.5 + ((float)rand() / RAND_MAX));
+    p->display_ttl = 200;
+    p->ttl = POWERUPSTTL;
+    p->size = size;
+    // p->size = size;
+    // p->rot = 0;
+    // p->rot_speed = ((float)rand() / RAND_MAX) / 10;
+    // if(app->ticks & 1) p->rot_speed = -(p->rot_speed);
+
+    //@todo add powerup type, for now hardcoding to firepower
+    p->powerUpType = selected_powerUpType;
+    p->isPowerUpActive = false;
+    FURI_LOG_I(TAG, "[add_powerUp] Power Up Added: %i", p->powerUpType);
+    return p;
+}
+
+bool isPowerUpActive(AsteroidsApp* const app, PowerUpType const powerUpType) {
+    for(int i = 0; i < app->powerUps_num; i++) {
+        // PowerUp* p = &app->powerUps[i];
+        // if(p->powerUpType == powerUpType && p->ttl > 0 && p->display_ttl == 0) return true;
+        if(app->powerUps[i].isPowerUpActive && app->powerUps[i].powerUpType == powerUpType) {
+            return true;
+        }
+    }
+    return false;
+}
+
+bool isPowerUpAlreadyExists(AsteroidsApp* const app, PowerUpType const powerUpType) {
+    for(int i = 0; i < app->powerUps_num; i++) {
+        if(app->powerUps[i].powerUpType == powerUpType) return true;
+    }
+    return false;
+}
+
+//@todo remove_powerUp
+void remove_powerUp(AsteroidsApp* app, int id) {
+    FURI_LOG_I(TAG, "remove_powerUp: %i", id);
+    // Invalid ID, ignore
+    if(id < 0) {
+        FURI_LOG_E(TAG, "remove_powerUp: Invalid ID: %i", id);
+        return;
+    }
+    // TODO: Break this out into object types that set the game state
+    // Return the bullet period to normal
+    if(app->powerUps[id].powerUpType == PowerUpTypeFirePower) {
+        app->bullet_min_period = 200;
+    }
+
+    /* Replace the top powerUp with the empty space left
+     * by the removal of this one. This way we always take the
+     * array dense, which is an advantage when looping. */
+    int n = --app->powerUps_num;
+    if(n && id != n) app->powerUps[id] = app->powerUps[n];
+}
+
+void remove_all_astroids_and_bullets(AsteroidsApp* app) {
+    app->score += app->asteroids_num;
+    app->asteroids_num = 0;
+    app->bullets_num = 0;
+}
+
+//@todo powerUp_was_hit
+void powerUp_was_hit(AsteroidsApp* app, int id) {
+    PowerUp* p = &app->powerUps[id];
+    if(p->display_ttl == 0) return; // Don't collect if already collected or expired
+
+    // Vibrate to indicate power up was collected
+    notification_message(furi_record_open(RECORD_NOTIFICATION), &sequence_powerup_collected);
+
+    switch(p->powerUpType) {
+    case PowerUpTypeLife:
+        if(app->lives < MAXLIVES) app->lives++;
+        remove_powerUp(app, id);
+        break;
+    case PowerUpTypeFirePower:
+        p->ttl = POWERUPSTTL / 2;
+        app->bullet_min_period = 100;
+        break;
+    case PowerUpTypeNuke:
+        //TODO: Animate explosion
+        notification_message(furi_record_open(RECORD_NOTIFICATION), &sequence_nuke);
+        // Simulate nuke explosion
+        remove_all_astroids_and_bullets(app);
+        break;
+    default:
+        break;
+    }
+    p->display_ttl = 0;
+    p->isPowerUpActive = true;
+}
+
+/* ================================ Game States ================================ */
+/* Set gameover state. When in game-over mode, the game displays a gameover
+ * text with a background of many asteroids floating around. */
+void game_over(AsteroidsApp* app) {
+    if(app->is_new_highscore) save_game(app); // Save highscore but only on change
+    app->gameover = true;
+    app->lives = GAME_START_LIVES; // Show 3 lives in game over screen to match new game start
+}
+
+/* Function called when a collision between the asteroid and the
+ * ship is detected. */
+void ship_was_hit(AsteroidsApp* app) {
+    app->ship_hit = SHIP_HIT_ANIMATION_LEN;
+    if(app->lives) {
+        app->lives--;
+    } else {
+        game_over(app);
+    }
+}
+
+/* Restart game after the ship is hit. Will reset the ship position, bullets
+ * and asteroids to restart the game. */
+void restart_game(AsteroidsApp* app) {
+    app->ship.x = SCREEN_XRES / 2;
+    app->ship.y = SCREEN_YRES / 2;
+    app->ship.rot = PI; /* Start headed towards top. */
+    app->ship.vx = 0;
+    app->ship.vy = 0;
+    app->bullets_num = 0;
+    app->powerUps_num = 0;
+    app->last_bullet_tick = 0;
+    app->bullet_min_period = 200;
+    app->asteroids_num = 0;
+    app->ship_hit = 0;
+}
+
+/* Called after gameover to restart the game. This function
+ * also calls restart_game(). */
+void restart_game_after_gameover(AsteroidsApp* app) {
+    app->gameover = false;
+    app->ticks = 0;
+    app->score = 0;
+    app->is_new_highscore = false;
+    app->lives = GAME_START_LIVES - 1;
+    restart_game(app);
+}
+
+/* ================================ Position & Status ================================ */
+/* Move bullets. */
+void update_bullets_position(AsteroidsApp* app) {
+    for(int j = 0; j < app->bullets_num; j++) {
+        update_pos_by_velocity(
+            &app->bullets[j].x, &app->bullets[j].y, app->bullets[j].vx, app->bullets[j].vy);
+        if(--app->bullets[j].ttl == 0) {
+            remove_bullet(app, j);
+            j--; /* Process this bullet index again: the removal will
+                    fill it with the top bullet to take the array dense. */
+        }
+    }
+}
+
+/* Move asteroids. */
+void update_asteroids_position(AsteroidsApp* app) {
+    for(int j = 0; j < app->asteroids_num; j++) {
+        update_pos_by_velocity(
+            &app->asteroids[j].x, &app->asteroids[j].y, app->asteroids[j].vx, app->asteroids[j].vy);
+        app->asteroids[j].rot += app->asteroids[j].rot_speed;
+        if(app->asteroids[j].rot < 0)
+            app->asteroids[j].rot = 2 * PI;
+        else if(app->asteroids[j].rot > 2 * PI)
+            app->asteroids[j].rot = 0;
+    }
+}
+
+bool should_add_powerUp(AsteroidsApp* app) {
+    srand(furi_get_tick());
+    int random_number = rand() % 100 + 1;
+
+    // The chance of spawning a power-up decreases as the game goes on
+    int threshold = 100 - (app->score * 5);
+
+    // Make sure the threshold doesn't go below 10
+    threshold = (threshold < 10) ? 10 : threshold;
+    // FURI_LOG_I(
+    //     TAG,
+    //     "Random number: %d, threshold: %d Bool: %d",
+    //     random_number,
+    //     threshold,
+    //     random_number <= threshold);
+    return random_number <= threshold;
+}
+
+void update_powerUps_position(AsteroidsApp* app) {
+    for(int j = 0; j < app->powerUps_num; j++) {
+        // @todo update_powerUps_position
+        if(app->powerUps[j].display_ttl > 0) {
+            update_pos_by_velocity(
+                &app->powerUps[j].x, &app->powerUps[j].y, app->powerUps[j].vx, app->powerUps[j].vy);
+        }
+    }
+}
+
+// @todo update_powerUp_status
+/* This updates the state of each power up collected and removes them if they have expired. */
+void update_powerUp_status(AsteroidsApp* app) {
+    for(int j = 0; j < app->powerUps_num; j++) {
+        if(app->powerUps[j].ttl > 0 && app->powerUps[j].isPowerUpActive) {
+            // Only decrement ttl if we actually picked up power up
+            app->powerUps[j].ttl--;
+        } else if(app->powerUps[j].display_ttl > 0) {
+            app->powerUps[j].display_ttl--;
+        } else if(app->powerUps[j].ttl == 0 || app->powerUps[j].display_ttl == 0) {
+            FURI_LOG_I(
+                TAG,
+                "[update_powerUp_status] Power up expired!, ttl: %lu, display_ttl: %lu id: %d",
+                app->powerUps[j].ttl,
+                app->powerUps[j].display_ttl,
+                j);
+            // we've reached the end of life of the power up
+            // Time to remove it
+            app->powerUps[j].isPowerUpActive = false;
+            remove_powerUp(app, j);
+            j--; /* Process this power up index again: the removal will
+                    fill it with the top power up to take the array dense. */
+        } else {
+            FURI_LOG_E(
+                TAG,
+                "[update_powerUp_status] Power up error! Invalid Index: %d ttl: %lu display_ttl: %lu PowerUp_Num: %d",
+                j,
+                app->powerUps[j].ttl,
+                app->powerUps[j].display_ttl,
+                app->powerUps_num);
+        }
+    }
+}
+
+/* Collision detection and game state update based on collisions. */
+void detect_collisions(AsteroidsApp* app) {
+    /* Detect collision between bullet and asteroid. */
+    for(int j = 0; j < app->bullets_num; j++) {
+        Bullet* b = &app->bullets[j];
+        for(int i = 0; i < app->asteroids_num; i++) {
+            Asteroid* a = &app->asteroids[i];
+            if(objects_are_colliding(a->x, a->y, a->size, b->x, b->y, 1.5, 1)) {
+                asteroid_was_hit(app, i);
+                remove_bullet(app, j);
+                /* The bullet no longer exist. Break the loop.
+                 * However we want to start processing from the
+                 * same bullet index, since now it is used by
+                 * another bullet (see remove_bullet()). */
+                j--; /* Scan this j value again. */
+                break;
+            }
+        }
+    }
+
+    /* Detect collision between ship and asteroid. */
+    for(int j = 0; j < app->asteroids_num; j++) {
+        Asteroid* a = &app->asteroids[j];
+        if(objects_are_colliding(a->x, a->y, a->size, app->ship.x, app->ship.y, 4, 1)) {
+            if(isPowerUpActive(app, PowerUpTypeShield)) {
+                // Asteroid was hit with shield
+                notification_message(
+                    furi_record_open(RECORD_NOTIFICATION), &sequence_bullet_fired);
+                asteroid_was_hit(app, j);
+                j--; /* Scan this j value again. */
+            } else {
+                // No sheild active, take damage
+                ship_was_hit(app);
+                break;
+            }
+        }
+    }
+
+    /* Detect collision between ship and powerUp. */
+    for(int j = 0; j < app->powerUps_num; j++) {
+        PowerUp* p = &app->powerUps[j];
+        if(objects_are_colliding(p->x, p->y, p->size, app->ship.x, app->ship.y, 4, 1)) {
+            powerUp_was_hit(app, j);
+            // break;
+        }
+    }
+}
+
+/* This is the main game execution function, called 10 times for
+ * second (with the Flipper screen latency, an higher FPS does not
+ * make sense). In this function we update the position of objects based
+ * on velocity. Detect collisions. Update the score and so forth.
+ *
+ * Each time this function is called, app->tick is incremented. */
+void game_tick(void* ctx) {
+    AsteroidsApp* app = ctx;
+
+    /* There are two special screens:
+     *
+     * 1. Ship was hit, we frozen the game as long as ship_hit isn't zero
+     * again, and show an animation of a rotating ship. */
+    if(app->ship_hit) {
+        notification_message(furi_record_open(RECORD_NOTIFICATION), &sequence_crash);
+        app->ship.rot += 0.5;
+        app->ship_hit--;
+        view_port_update(app->view_port);
+        if(app->ship_hit == 0) {
+            restart_game(app);
+        }
+        return;
+    } else if(app->gameover) {
+        /* 2. Game over. We need to update only background asteroids. In this
+     * state the game just displays a GAME OVER text with the floating
+     * asteroids in backgroud. */
+
+        if(key_pressed_time(app, InputKeyOk) > 100) {
+            restart_game_after_gameover(app);
+        }
+        update_asteroids_position(app);
+        view_port_update(app->view_port);
+        return;
+    } else if(app->paused) {
+        if(key_pressed_time(app, InputKeyBack) > 100 || key_pressed_time(app, InputKeyOk) > 100) {
+            app->paused = false;
+        }
+        view_port_update(app->view_port);
+        return;
+    }
+
+    /* Handle keypresses. */
+    if(app->pressed[InputKeyLeft]) app->ship.rot -= .35;
+    if(app->pressed[InputKeyRight]) app->ship.rot += .35;
+    if(app->pressed[InputKeyUp]) {
+        app->ship.vx -= 0.5 * (float)sin(app->ship.rot);
+        app->ship.vy += 0.5 * (float)cos(app->ship.rot);
+    } else if(app->pressed[InputKeyDown]) {
+        notification_message(furi_record_open(RECORD_NOTIFICATION), &sequence_brake);
+        app->ship.vx *= 0.75;
+        app->ship.vy *= 0.75;
+    }
+
+    /* Fire a bullet if needed. app->fire is set in
+     * asteroids_update_keypress_state() since depends on exact
+     * pressure timing. */
+    if(app->fire) {
+        uint32_t now = furi_get_tick();
+        if(now - app->last_bullet_tick >= app->bullet_min_period) {
+            ship_fire_bullet(app);
+            app->last_bullet_tick = now;
+        }
+        app->fire = false;
+    }
+
+    // DEBUG: Show Power Up Status
+    // for(int j = 0; j < app->powerUps_num; j++) {
+    // PowerUp* p = &app->powerUps[j];
+    // FURI_LOG_I(
+    //     TAG,
+    //     "Power Up Type: %d TTL: %lu Display_TTL: %lu PowerUpNum: %i",
+    //     p->powerUpType,
+    //     p->ttl,
+    //     p->display_ttl,
+    //     app->powerUps_num);
+    // }
+
+    /* Update positions and detect collisions. */
+    update_pos_by_velocity(&app->ship.x, &app->ship.y, app->ship.vx, app->ship.vy);
+    update_bullets_position(app);
+    update_asteroids_position(app);
+    update_powerUp_status(app); //@todo update_powerUp_status
+    update_powerUps_position(app);
+    detect_collisions(app);
+
+    /* From time to time, create a new asteroid. The more asteroids
+     * already on the screen, the smaller probability of creating
+     * a new one. */
+    if(app->asteroids_num == 0 || (random() % 5000) < (30 / (1 + app->asteroids_num))) {
+        add_asteroid(app);
+    }
+
+    /* From time to time add a random power up */
+    //@todo game tick
+    // if(app->powerUps_num == 0 || random() % (500 + (100 * (int)app->score)) <= app->powerUps_num) {
+    if(should_add_powerUp(app)) {
+        add_powerUp(app);
+    }
+
+    app->ticks++;
+    view_port_update(app->view_port);
+}
+
+/* ======================== Flipper specific code =========================== */
+
+bool load_game(AsteroidsApp* app) {
+    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, app, sizeof(AsteroidsApp));
+    }
+    storage_file_close(file);
+    storage_file_free(file);
+
+    furi_record_close(RECORD_STORAGE);
+
+    return bytes_readed == sizeof(AsteroidsApp);
+}
+
+void save_game(AsteroidsApp* app) {
+    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, app, sizeof(AsteroidsApp));
+    }
+    storage_file_close(file);
+    storage_file_free(file);
+
+    furi_record_close(RECORD_STORAGE);
+}
+
+/* Here all we do is putting the events into the queue that will be handled
+ * in the while() loop of the app entry point function. */
+void input_callback(InputEvent* input_event, void* ctx) {
+    AsteroidsApp* app = ctx;
+    furi_message_queue_put(app->event_queue, input_event, FuriWaitForever);
+}
+
+/* Allocate the application state and initialize a number of stuff.
+ * This is called in the entry point to create the application state. */
+AsteroidsApp* asteroids_app_alloc() {
+    AsteroidsApp* app = malloc(sizeof(AsteroidsApp));
+
+    load_game(app);
+
+    app->gui = furi_record_open(RECORD_GUI);
+    app->view_port = view_port_alloc();
+    view_port_draw_callback_set(app->view_port, render_callback, app);
+    view_port_input_callback_set(app->view_port, input_callback, app);
+    gui_add_view_port(app->gui, app->view_port, GuiLayerFullscreen);
+    app->event_queue = furi_message_queue_alloc(8, sizeof(InputEvent));
+
+    app->running = 1; /* Turns 0 when back is pressed. */
+
+    restart_game_after_gameover(app);
+    memset(app->pressed, 0, sizeof(app->pressed));
+    return app;
+}
+
+/* Free what the application allocated. It is not clear to me if the
+ * Flipper OS, once the application exits, will be able to reclaim space
+ * even if we forget to free something here. */
+void asteroids_app_free(AsteroidsApp* app) {
+    furi_assert(app);
+
+    // View related.
+    view_port_enabled_set(app->view_port, false);
+    gui_remove_view_port(app->gui, app->view_port);
+    view_port_free(app->view_port);
+    furi_record_close(RECORD_GUI);
+    furi_message_queue_free(app->event_queue);
+    app->gui = NULL;
+
+    free(app);
+}
+
+/* Return the time in milliseconds the specified key is continuously
+ * pressed. Or 0 if it is not pressed. */
+uint32_t key_pressed_time(AsteroidsApp* app, InputKey key) {
+    return app->pressed[key] == 0 ? 0 : furi_get_tick() - app->pressed[key];
+}
+
+/* Handle keys interaction. */
+void asteroids_update_keypress_state(AsteroidsApp* app, InputEvent input) {
+    // Allow Rapid fire
+    if(input.key == InputKeyOk) {
+        app->fire = true;
+    }
+
+    if(input.type == InputTypePress) {
+        app->pressed[input.key] = furi_get_tick();
+    } else if(input.type == InputTypeRelease) {
+        app->pressed[input.key] = 0;
+    }
+}
+
+int32_t asteroids_app_entry(void* p) {
+    UNUSED(p);
+    AsteroidsApp* app = asteroids_app_alloc();
+
+    /* Create a timer. We do data analysis in the callback. */
+    FuriTimer* timer = furi_timer_alloc(game_tick, FuriTimerTypePeriodic, app);
+    furi_timer_start(timer, furi_kernel_get_tick_frequency() / 10);
+
+    /* This is the main event loop: here we get the events that are pushed
+     * in the queue by input_callback(), and process them one after the
+     * other. */
+    InputEvent input;
+    while(app->running) {
+        FuriStatus qstat = furi_message_queue_get(app->event_queue, &input, 100);
+        if(qstat == FuriStatusOk) {
+            // if(DEBUG_MSG)
+            // FURI_LOG_E(TAG, "Main Loop - Input: type %d key %u", input.type, input.key);
+            /* Handle Pause */
+            if(input.type == InputTypeShort && input.key == InputKeyBack) {
+                app->paused = !app->paused;
+                if(app->paused) {
+                    furi_timer_stop(timer);
+                } else {
+                    furi_timer_start(timer, furi_kernel_get_tick_frequency() / 10);
+                }
+            }
+
+            /* Handle navigation here. Then handle view-specific inputs
+             * in the view specific handling function. */
+            if(input.type == InputTypeLong && input.key == InputKeyBack) {
+                // Save High Score even if player didn't finish game
+                if(app->is_new_highscore) save_game(app); // Save highscore but only on change
+                app->running = 0;
+            } else {
+                asteroids_update_keypress_state(app, input);
+            }
+        } else {
+            /* Useful to understand if the app is still alive when it
+             * does not respond because of bugs. */
+            // if(DEBUG_MSG) {
+            //     static int c = 0;
+            //     c++;
+            //     if(!(c % 20)) FURI_LOG_E(TAG, "Loop timeout");
+            // }
+        }
+    }
+
+    furi_timer_free(timer);
+    asteroids_app_free(app);
+    return 0;
+}

BIN
asteroids/appicon.png


+ 17 - 0
asteroids/application.fam

@@ -0,0 +1,17 @@
+App(
+    appid="asteroids",
+    name="Asteroids",
+    apptype=FlipperAppType.EXTERNAL,
+    entry_point="asteroids_app_entry",
+    cdefines=["APP_ASTEROIDS"],
+    requires=["gui"],
+    stack_size=8 * 1024,
+    order=50,
+    fap_icon="appicon.png",
+    fap_icon_assets="assets",
+    fap_category="Games",
+    fap_author="@antirez & @SimplyMinimal",
+    fap_weburl="https://github.com/antirez/flipper-asteroids",
+    fap_version="1.1",
+    fap_description="Asteroids game",
+)

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asteroids/assets/ammo_10x10.png


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asteroids/assets/firepower_12x12.png


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asteroids/assets/firepower_9x10.png


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asteroids/assets/firepower_shifted_9x10.png


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asteroids/assets/heart_10x10.png


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asteroids/assets/heart_12x12.png


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asteroids/assets/nuke_10x10.png


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asteroids/assets/shield-frame.png


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asteroids/assets/shield_clean.png


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asteroids/assets/split_shield_10x10.png


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asteroids/images/Asteroids-PowerUps.png


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asteroids/images/Asteroids.jpg


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asteroids/images/Pause Screen.png


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asteroids/img/1.png


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