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+/* Copyright (C) 2023 Salvatore Sanfilippo -- All Rights Reserved
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+ * See the LICENSE file for information about the license. */
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+
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+#include <furi.h>
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+#include <furi_hal.h>
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+#include <storage/storage.h>
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+#include <input/input.h>
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+#include <gui/gui.h>
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+#include <stdlib.h>
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+#include <gui/gui.h>
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+#include <gui/view_dispatcher.h>
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+#include <gui/scene_manager.h>
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+#include <math.h>
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+#include <notification/notification.h>
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+#include <notification/notification_messages.h>
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+#include <asteroids_icons.h>
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+
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+#define TAG "Asteroids" // Used for logging
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+#define DEBUG_MSG 0
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+#define SCREEN_XRES 128
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+#define SCREEN_YRES 64
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+#define GAME_START_LIVES 3
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+#define MAXLIVES 5 /* Max bonus lives allowed. */
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+#define TTLBUL 30 /* Bullet time to live, in ticks. */
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+#define MAXBUL 50 /* Max bullets on the screen. */
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+//@todo MAX Asteroids
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+#define MAXAST 32 /* Max asteroids on the screen. */
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+#define MAXPOWERUPS 3 /* Max powerups allowed on screen */
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+#define POWERUPSTTL 400 /* Max powerup time to live, in ticks. */
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+#define SHIP_HIT_ANIMATION_LEN 15
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+#define SAVING_DIRECTORY "/ext/apps/Games"
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+#define SAVING_FILENAME SAVING_DIRECTORY "/game_asteroids.save"
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+#ifndef PI
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+#define PI 3.14159265358979f
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+#endif
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+
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+/* ============================ Data structures ============================= */
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+typedef enum PowerUpType {
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+ PowerUpTypeShield, // Shield
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+ PowerUpTypeLife, // Extra life
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+ PowerUpTypeFirePower, // Burst Fire power
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+ // PowerUpTypeRadialFire, // Radial Fire power
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+ PowerUpTypeNuke, // Nuke power
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+ // PowerUpTypeClone, // Clone ship
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+ // PowerUpTypeAssist, // Secondary ship
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+ Number_of_PowerUps // Used to count the number of powerups
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+} PowerUpType;
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+
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+// struct PowerUp
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+typedef struct PowerUp {
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+ float x, y, vx, vy; /* Fields like in ship. */
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+ // rot, /* Fields like ship. */
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+ // rot_speed, /* Angular velocity (rot speed and sense). */
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+ float size; /* Power Up size */
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+
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+ uint32_t ttl; /* Time to live, in ticks. */
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+ uint32_t display_ttl; /* How long to display the powerup before it disappears */
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+ enum PowerUpType powerUpType; /* PowerUp type */
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+ bool isPowerUpActive; /* Is the powerup active? */
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+} PowerUp;
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+
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+typedef struct Ship {
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+ float x, /* Ship x position. */
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+ y, /* Ship y position. */
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+ vx, /* x velocity. */
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+ vy, /* y velocity. */
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+ rot; /* Current rotation. 2*PI full ortation. */
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+} Ship;
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+
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+typedef struct Bullet {
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+ float x, y, vx, vy; /* Fields like in ship. */
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+ uint32_t ttl; /* Time to live, in ticks. */
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+} Bullet;
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+
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+typedef struct Asteroid {
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+ float x, y, vx, vy, rot, /* Fields like ship. */
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+ rot_speed, /* Angular velocity (rot speed and sense). */
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+ size; /* Asteroid size. */
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+ uint8_t shape_seed; /* Seed to give random shape. */
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+} Asteroid;
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+
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+// @todo AsteroidsApp
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+typedef struct AsteroidsApp {
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+ /* GUI */
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+ Gui* gui;
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+ ViewPort* view_port; /* We just use a raw viewport and we render
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+ everything into the low level canvas. */
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+ FuriMessageQueue* event_queue; /* Keypress events go here. */
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+
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+ /* Game state. */
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+ int running; /* Once false exists the app. */
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+ bool gameover; /* Gameover status. */
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+ bool paused; /* Game paused status. */
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+ uint32_t ticks; /* Game ticks. Increments at each refresh. */
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+ uint32_t score; /* Game score. */
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+ uint32_t highscore; /* Highscore. Shown on Game Over Screen */
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+ bool is_new_highscore; /* Is the last score a new highscore? */
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+ uint32_t lives; /* Number of lives in the current game. */
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+ uint32_t ship_hit; /* When non zero, the ship was hit by an asteroid
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+ and we need to show an animation as long as
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+ its value is non-zero (and decrease it's value
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+ at each tick of animation). */
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+
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+ /* Ship state. */
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+ struct Ship ship;
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+ struct PowerUp powerUps[MAXPOWERUPS]; /* Each powerup state. */
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+ int powerUps_num; /* Active powerups. */
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+
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+ /* Bullets state. */
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+ struct Bullet bullets[MAXBUL]; /* Each bullet state. */
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+ int bullets_num; /* Active bullets. */
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+ uint32_t last_bullet_tick; /* Tick the last bullet was fired. */
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+ uint32_t bullet_min_period; /* Minimum time between bullets in ms. */
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+
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+ /* Asteroids state. */
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+ Asteroid asteroids[MAXAST]; /* Each asteroid state. */
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+ int asteroids_num; /* Active asteroids. */
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+
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+ uint32_t pressed[InputKeyMAX]; /* pressed[id] is true if pressed.
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+ Each array item contains the time
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+ in milliseconds the key was pressed. */
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+ bool fire; /* Short press detected: fire a bullet. */
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+} AsteroidsApp;
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+
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+const NotificationSequence sequence_thrusters = {
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+ &message_vibro_on,
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+ &message_delay_10,
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+ &message_vibro_off,
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+ NULL,
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+};
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+
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+const NotificationSequence sequence_brake = {
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+ &message_vibro_on,
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+ &message_delay_10,
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+ &message_delay_1,
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+ &message_delay_1,
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+ &message_vibro_off,
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+ NULL,
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+};
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+
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+const NotificationSequence sequence_crash = {
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+ &message_red_255,
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+
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+ &message_vibro_on,
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+ // &message_note_g5, // Play sound but currently disabled
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+ &message_delay_25,
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+ // &message_note_e5,
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+ &message_vibro_off,
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+ &message_sound_off,
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+ NULL,
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+};
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+
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+const NotificationSequence sequence_bullet_fired = {
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+ &message_vibro_on,
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+ // &message_note_g5, // Play sound but currently disabled. Need On/Off menu setting
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+ &message_delay_10,
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+ &message_delay_1,
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+ &message_delay_1,
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+ &message_delay_1,
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+ &message_delay_1,
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+ &message_delay_1,
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+
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+ // &message_note_e5,
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+ &message_vibro_off,
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+ &message_sound_off,
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+ NULL,
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+};
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+
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+const NotificationSequence sequence_powerup_collected = {
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+ &message_vibro_on,
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+ &message_delay_1,
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+ &message_delay_1,
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+ &message_delay_1,
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+ &message_delay_1,
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+ &message_delay_1,
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+ &message_vibro_off,
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+ NULL,
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+};
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+
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+const NotificationSequence sequence_nuke = {
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+ &message_blink_set_color_red,
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+ &message_blink_start_100,
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+
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+ &message_vibro_on,
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+ &message_delay_10,
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+ &message_vibro_off,
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+
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+ &message_vibro_on,
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+ &message_delay_10,
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+ &message_vibro_off,
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+
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+ &message_vibro_on,
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+ &message_delay_10,
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+ &message_vibro_off,
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+ &message_red_0,
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+
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+ &message_vibro_on,
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+ &message_delay_10,
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+ &message_delay_1,
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+ &message_delay_1,
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+ &message_vibro_off,
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+
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+ &message_vibro_on,
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+ &message_delay_10,
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+ &message_delay_1,
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+ &message_delay_1,
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+ &message_vibro_off,
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+
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+ &message_vibro_on,
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+ &message_delay_10,
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+ &message_delay_1,
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+ &message_delay_1,
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+ &message_vibro_off,
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+
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+ &message_blink_stop,
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+ &message_vibro_off,
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+ &message_sound_off,
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+ NULL,
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+};
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+
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+/* ============================== Prototyeps ================================ */
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+
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+// Only functions called before their definition are here.
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+bool isPowerUpActive(AsteroidsApp* app, enum PowerUpType powerUpType);
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+bool isPowerUpAlreadyExists(AsteroidsApp* app, enum PowerUpType powerUpType);
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+bool load_game(AsteroidsApp* app);
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+void save_game(AsteroidsApp* app);
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+void restart_game_after_gameover(AsteroidsApp* app);
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+uint32_t key_pressed_time(AsteroidsApp* app, InputKey key);
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+
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+/* ============================ 2D drawing ================================== */
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+
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+/* This structure represents a polygon of at most POLY_MAX points.
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+ * The function draw_poly() is able to render it on the screen, rotated
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+ * by the amount specified. */
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+#define POLY_MAX 8
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+typedef struct Poly {
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+ float x[POLY_MAX];
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+ float y[POLY_MAX];
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+ uint32_t points; /* Number of points actually populated. */
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+} Poly;
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+
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+/* Define the polygons we use. */
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+Poly ShipPoly = {{-3, 0, 3}, {-3, 6, -3}, 3};
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+
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+Poly ShipFirePoly = {{-1.5, 0, 1.5}, {-3, -6, -3}, 3};
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+
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+/* Rotate the point of the poligon 'poly' and store the new rotated
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+ * polygon in 'rot'. The polygon is rotated by an angle 'a', with
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+ * center at 0,0. */
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+void rotate_poly(Poly* rot, Poly* poly, float a) {
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+ /* We want to compute sin(a) and cos(a) only one time
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+ * for every point to rotate. It's a slow operation. */
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+ float sin_a = (float)sin(a);
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+ float cos_a = (float)cos(a);
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+ for(uint32_t j = 0; j < poly->points; j++) {
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+ rot->x[j] = poly->x[j] * cos_a - poly->y[j] * sin_a;
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+ rot->y[j] = poly->y[j] * cos_a + poly->x[j] * sin_a;
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+ }
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+ rot->points = poly->points;
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+}
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+
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+/* This is an 8 bit LFSR we use to generate a predictable and fast
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+ * pseudorandom sequence of numbers, to give a different shape to
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+ * each asteroid. */
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+void lfsr_next(unsigned char* prev) {
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+ unsigned char lsb = *prev & 1;
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+ *prev = *prev >> 1;
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+ if(lsb == 1) *prev ^= 0b11000111;
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+ *prev ^= *prev << 7; /* Mix things a bit more. */
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+}
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+
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+/* ================================ Render ================================ */
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+
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+/* Render the polygon 'poly' at x,y, rotated by the specified angle. */
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+void draw_poly(Canvas* const canvas, Poly* poly, uint8_t x, uint8_t y, float a) {
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+ Poly rot;
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+ rotate_poly(&rot, poly, a);
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+ canvas_set_color(canvas, ColorBlack);
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+ for(uint32_t j = 0; j < rot.points; j++) {
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+ uint32_t a = j;
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+ uint32_t b = j + 1;
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+ if(b == rot.points) b = 0;
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+ canvas_draw_line(canvas, x + rot.x[a], y + rot.y[a], x + rot.x[b], y + rot.y[b]);
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+ }
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+}
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+
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+/* A bullet is just a + pixels pattern. A single pixel is not
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+ * visible enough. */
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+void draw_bullet(Canvas* const canvas, Bullet* b) {
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+ canvas_draw_dot(canvas, b->x - 1, b->y);
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+ canvas_draw_dot(canvas, b->x + 1, b->y);
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+ canvas_draw_dot(canvas, b->x, b->y);
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+ canvas_draw_dot(canvas, b->x, b->y - 1);
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+ canvas_draw_dot(canvas, b->x, b->y + 1);
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+}
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+
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+/* Draw an asteroid. The asteroid shapes is computed on the fly and
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+ * is not stored in a permanent shape structure. In order to generate
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+ * the shape, we use an initial fixed shape that we resize according
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+ * to the asteroid size, perturbate according to the asteroid shape
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+ * seed, and finally draw it rotated of the right amount. */
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+void draw_asteroid(Canvas* const canvas, Asteroid* ast) {
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|
|
|
|
+ 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
|
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|
|
|
+ * sin() / cos(). But the Flipper can handle it without problems. */
|
|
|
|
|
+ uint8_t r = ast->shape_seed;
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|
|
|
+ for(int j = 0; j < 8; j++) {
|
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|
|
|
+ float a = (PI * 2) / 8 * j;
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|
|
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|
+
|
|
|
|
|
+ /* Before generating the point, to make the shape unique generate
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|
|
|
+ * a random factor between .7 and 1.3 to scale the distance from
|
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|
|
|
+ * the center. However this asteroid should have its unique shape
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|
|
|
+ * that remains always the same, so we use a predictable PRNG
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|
|
+ * implemented by an 8 bit shift register. */
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|
|
+ lfsr_next(&r);
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|
|
+ float scaling = .7 + ((float)r / 255 * .6);
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|
+
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|
|
+ ap.x[j] = (float)sin(a) * ast->size * scaling;
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|
|
+ ap.y[j] = (float)cos(a) * ast->size * scaling;
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|
|
|
+ }
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|
|
|
|
+ ap.points = 8;
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|
|
|
+ draw_poly(canvas, &ap, ast->x, ast->y, ast->rot);
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|
+}
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|
|
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+
|
|
|
|
|
+/* Draw small ships in the top-right part of the screen, one for
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|
|
|
+ * each left live. */
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|
|
|
+void draw_left_lives(Canvas* const canvas, AsteroidsApp* app) {
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|
|
|
+ int lives = app->lives;
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|
|
|
+ int x = SCREEN_XRES - 5;
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|
+
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+ Poly mini_ship = {{-2, 0, 2}, {-2, 4, -2}, 3};
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+ while(lives--) {
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|
+ draw_poly(canvas, &mini_ship, x, 6, PI);
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|
+ x -= 6;
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|
|
|
+ }
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|
+}
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+
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|
+bool should_draw_powerUp(PowerUp* const p) {
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|
|
|
+ // Just return if power up has already been picked up
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|
|
|
+ if(p->display_ttl == 0) return false;
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+
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|
|
|
+ // Begin flashing power up when it is about to expire
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|
|
+ if(p->display_ttl < 100) {
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|
|
+ return p->display_ttl % 8 > 0;
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|
|
|
+ }
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+
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+ return true;
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+}
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+
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|
+void draw_powerUp_RemainingLife(Canvas* canvas, PowerUp* const p, int y_offset) {
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|
|
|
+ if(!p->isPowerUpActive) return;
|
|
|
|
|
+
|
|
|
|
|
+ /*
|
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|
|
|
+ Here we generate a reverse progress bar. The bar is 24 pixels wide and 1 pixel tall.
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|
|
|
+ Calculate the percentage of hitpoints left: hitpoints / total hitpoints
|
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|
|
|
+ Multiply the percentage by the width of the bar (in pixels): percentage * bar width
|
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|
|
|
+ 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.
|
|
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|
|
+
|
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|
|
+ 400 / 400 = 1.0
|
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|
|
+ 1.0 * 24 = 24
|
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|
|
+ 24 - 24 = 0
|
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|
|
|
+ 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;
|
|
|
|
|
+}
|