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@@ -0,0 +1,467 @@
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+#include <furi.h>
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+#include <gui/gui.h>
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+#include <input/input.h>
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+#include <stdlib.h>
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+#include <gui/elements.h>
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+#include <furi_hal.h>
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+#include <math.h>
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+#include <yapinvaders_icons.h>
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+
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+#define PROJECTILES_MAX 10
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+#define ENEMIES_MAX 12
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+#define BARRIERS_MAX 5
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+#define BARRIER_WIDTH 10
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+#define BARRIER_HEIGHT 3
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+#define PROJECTILE_WIDTH 4
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+#define PROJECTILE_HEIGHT 8
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+#define ENEMY_PROJECTILE_SPEED .5
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+#define ENEMY_PROJECTILES_MAX 10
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+
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+int enemy_movement_direction = 1;
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+int move_down_step = 0;
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+int enemy_move_counter = 0;
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+int enemy_move_threshold = 20;
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+bool leftKeyPressed = false;
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+bool rightKeyPressed = false;
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+
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+typedef struct { int x, y; } Point;
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+
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+typedef struct {
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+ Point position;
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+} Player;
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+
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+typedef struct {
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+ Point position;
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+ bool active;
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+} Projectile;
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+
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+typedef struct {
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+ Point position;
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+ bool active;
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+} Enemy;
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+
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+typedef struct {
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+ Point position;
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+ bool active;
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+} Barrier;
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+
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+typedef struct {
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+ Player player;
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+ Projectile projectiles[PROJECTILES_MAX];
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+ int projectiles_count;
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+ bool game_over;
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+ Enemy enemies[ENEMIES_MAX];
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+ int current_wave;
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+ bool waiting_for_restart;
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+ bool running;
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+ int score;
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+ Barrier barriers[BARRIERS_MAX];
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+ Projectile enemy_projectiles[ENEMY_PROJECTILES_MAX];
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+ int enemy_projectiles_count;
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+} GameState;
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+
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+GameState game_state;
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+void deactivate_all_enemies(GameState* state);
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+
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+void game_state_init(GameState* state) {
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+ state->player.position = (Point){64, 55};
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+ state->projectiles_count = 0;
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+ for(int i = 0; i < PROJECTILES_MAX; ++i) {
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+ state->projectiles[i].active = false;
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+ }
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+ for(int i = 0; i < BARRIERS_MAX; ++i) {
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+ state->barriers[i].position.x = 7 + i * (128 / BARRIERS_MAX);
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+ state->barriers[i].position.y = 50;
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+ state->barriers[i].active = true;
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+ }
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+ for(int p = 0; p < ENEMY_PROJECTILES_MAX; ++p) {
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+ if(state->enemy_projectiles[p].active) {
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+ state->enemy_projectiles[p].position.y += ENEMY_PROJECTILE_SPEED;
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+ if(state->enemy_projectiles[p].position.y > 128) {
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+ state->enemy_projectiles[p].active = false;
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+ state->enemy_projectiles_count--;
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+ }
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+ }
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+ }
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+ state->running = true;
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+ state->game_over = false;
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+ state->current_wave = 0;
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+ state->waiting_for_restart = false;
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+ state->score = 0;
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+}
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+
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+void handle_input(GameState* state, InputEvent* input_event) {
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+ if(input_event->type == InputTypeShort) {
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+ switch(input_event->key) {
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+ case InputKeyLeft:
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+ state->player.position.x = (state->player.position.x - 1) < 0 ? 0 : state->player.position.x - 1;
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+ break;
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+ case InputKeyRight:
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+ state->player.position.x = (state->player.position.x + 1) > 124 ? 124 : state->player.position.x + 1;
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+ break;
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+ case InputKeyOk:
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+ if(state->projectiles_count < PROJECTILES_MAX) {
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+ for(int i = 0; i < PROJECTILES_MAX; ++i) {
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+ if(!state->projectiles[i].active) {
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+ state->projectiles[i].position = (Point){state->player.position.x, state->player.position.y};
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+ state->projectiles[i].active = true;
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+ state->projectiles_count++;
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+ break;
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+ }
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+ }
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+ }
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+ break;
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+ case InputKeyBack:
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+ state->game_over = true;
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+ break;
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+ default:
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+ break;
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+ }
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+ }
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+}
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+
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+void initialize_enemies(GameState* state) {
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+ int rows = 2;
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+ int cols = ENEMIES_MAX / rows;
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+ int horizontalSpacing = 128 / cols;
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+ int verticalSpacing = 10;
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+
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+ for(int i = 0; i < ENEMIES_MAX; ++i) {
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+ state->enemies[i].position.x = (i % cols) * horizontalSpacing + (horizontalSpacing / 2);
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+ state->enemies[i].position.y = (i / cols) * verticalSpacing + 10;
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+ state->enemies[i].active = true;
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+ }
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+
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+ state->current_wave++;
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+}
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+
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+void update_enemy_positions(GameState* state) {
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+ enemy_move_counter++;
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+ if(enemy_move_counter >= enemy_move_threshold) {
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+ bool changeDirection = false;
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+ int newDirection = enemy_movement_direction;
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+
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+ for(int i = 0; i < ENEMIES_MAX; ++i) {
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+ if(state->enemies[i].active) {
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+ if ((state->enemies[i].position.x <= 0 && enemy_movement_direction < 0) ||
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+ (state->enemies[i].position.x >= 124 && enemy_movement_direction > 0)) {
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+ changeDirection = true;
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+ newDirection *= -1;
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+ break;
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+ }
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+ }
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+ }
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+
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+ for(int i = 0; i < ENEMIES_MAX; ++i) {
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+ if(state->enemies[i].active) {
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+ if (!changeDirection) {
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+ state->enemies[i].position.x += enemy_movement_direction;
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+ }
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+ }
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+ }
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+
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+ if (changeDirection) {
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+ for(int i = 0; i < ENEMIES_MAX; ++i) {
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+ if(state->enemies[i].active) {
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+ state->enemies[i].position.x += newDirection;
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+ state->enemies[i].position.y += 5;
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+ }
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+ }
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+ enemy_movement_direction = newDirection;
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+ }
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+
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+ enemy_move_counter = 0;
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+ }
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+}
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+
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+void enemy_shoot(GameState* state) {
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+ int activeEnemies[ENEMIES_MAX];
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+ int activeCount = 0;
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+ for(int e = 0; e < ENEMIES_MAX; ++e) {
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+ if(state->enemies[e].active) {
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+ activeEnemies[activeCount++] = e;
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+ }
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+ }
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+ if(activeCount > 0) {
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+ int chosenOne = activeEnemies[rand() % activeCount];
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+ for(int p = 0; p < ENEMY_PROJECTILES_MAX; ++p) {
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+ if(!state->enemy_projectiles[p].active) {
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+ state->enemy_projectiles[p].position = (Point){state->enemies[chosenOne].position.x + 5, state->enemies[chosenOne].position.y + 10}; // Assuming enemy size for adjustment
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+ state->enemy_projectiles[p].active = true;
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+ state->enemy_projectiles_count++;
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+ break;
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+ }
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+ }
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+ }
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+}
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+
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+void handle_collisions(GameState* state) {
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+ int playerHitboxMargin = 2;
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+ for(int p = 0; p < PROJECTILES_MAX; ++p) {
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+ if(state->projectiles[p].active) {
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+ for(int e = 0; e < ENEMIES_MAX; ++e) {
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+ if(state->enemies[e].active) {
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+ int shiftedEnemyX = state->enemies[e].position.x + 2;
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+
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+ if(abs(state->projectiles[p].position.x - shiftedEnemyX) < 5 &&
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+ abs(state->projectiles[p].position.y - state->enemies[e].position.y) < 5) {
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+ state->projectiles[p].active = false;
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+ state->enemies[e].active = false;
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+ state->projectiles_count--;
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+ state->score += 10;
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+ break;
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+ }
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+ }
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+ }
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+ }
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+ }
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+ for(int p = 0; p < PROJECTILES_MAX; ++p) {
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+ if(state->projectiles[p].active) {
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+ for(int b = 0; b < BARRIERS_MAX; ++b) {
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+ if(state->barriers[b].active &&
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+ abs(state->projectiles[p].position.x - state->barriers[b].position.x) < 3 &&
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+ abs(state->projectiles[p].position.y - state->barriers[b].position.y) < 3) {
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+ state->projectiles[p].active = false;
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+ state->barriers[b].active = false;
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+ break;
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+ }
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+ }
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+ }
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+ }
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+ for(int e = 0; e < ENEMIES_MAX; ++e) {
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+ if(state->enemies[e].active) {
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+ for(int b = 0; b < BARRIERS_MAX; ++b) {
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+ if(state->barriers[b].active &&
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+ abs(state->enemies[e].position.x - state->barriers[b].position.x) < 10 &&
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+ abs(state->enemies[e].position.y - state->barriers[b].position.y) < 10) {
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+ state->enemies[e].active = false;
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+ state->barriers[b].active = false;
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+ break;
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+ }
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+ }
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+ }
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+ }
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+ for(int p = 0; p < ENEMY_PROJECTILES_MAX; ++p) {
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+ if(state->enemy_projectiles[p].active) {
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+ int projectileCenterX = state->enemy_projectiles[p].position.x + 2;
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+ int projectileCenterY = state->enemy_projectiles[p].position.y + 4;
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+ int playerCenterX = state->player.position.x + 5;
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+ int playerCenterY = state->player.position.y + 5;
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+
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+ if(abs(projectileCenterX - playerCenterX) < (5 - playerHitboxMargin) &&
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+ abs(projectileCenterY - playerCenterY) < (5 - playerHitboxMargin)) {
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+ deactivate_all_enemies(&game_state);
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+ state->game_over = true;
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+ state->enemy_projectiles[p].active = false;
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+ }
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+ }
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+ }
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+ for(int p = 0; p < ENEMY_PROJECTILES_MAX; ++p) {
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+ if(state->enemy_projectiles[p].active) {
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+ for(int b = 0; b < BARRIERS_MAX; ++b) {
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+ if(state->barriers[b].active &&
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+ abs(state->enemy_projectiles[p].position.x - state->barriers[b].position.x) < (BARRIER_WIDTH / 2 + PROJECTILE_WIDTH / 2) &&
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+ (state->enemy_projectiles[p].position.y + PROJECTILE_HEIGHT >= state->barriers[b].position.y) &&
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+ (state->enemy_projectiles[p].position.y <= state->barriers[b].position.y + BARRIER_HEIGHT)) {
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+ state->enemy_projectiles[p].active = false;
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+ break;
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+ }
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+ }
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+ }
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+ }
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+}
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+
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+bool all_enemies_destroyed(GameState* state) {
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+ for(int i = 0; i < ENEMIES_MAX; ++i) {
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+ if(state->enemies[i].active) {
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+ return false;
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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 render_game_over_screen(Canvas* canvas, GameState* state) {
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+ char score_msg[30];
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+ canvas_clear(canvas);
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+ canvas_set_font(canvas, FontSecondary);
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+ canvas_draw_str_aligned(canvas, 64, 8, AlignCenter, AlignCenter, "Game Over!");
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+
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+ snprintf(score_msg, sizeof(score_msg), "Score: %d", state->score);
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+ canvas_draw_str_aligned(canvas, 64, 24, AlignCenter, AlignCenter, score_msg);
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+
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+ canvas_draw_str_aligned(canvas, 64, 40, AlignCenter, AlignCenter, "Press OK to restart");
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+}
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+
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+void deactivate_all_enemies(GameState* state) {
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+ for(int i = 0; i < ENEMIES_MAX; ++i) {
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+ state->enemies[i].active = false;
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+ }
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+}
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+
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+void update_game_state(GameState* state) {
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+ static int shoot_counter = 0;
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+ for(int i = 0; i < PROJECTILES_MAX; ++i) {
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+ if(state->projectiles[i].active) {
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+ state->projectiles[i].position.y -= 2;
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+ if(state->projectiles[i].position.y < 0) {
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+ state->projectiles[i].active = false;
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+ state->projectiles_count--;
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+ }
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+ }
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+ }
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+
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+ if(++shoot_counter >= 30) {
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+ enemy_shoot(state);
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+ shoot_counter = 0;
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+ }
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+
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+ for(int i = 0; i < ENEMIES_MAX; ++i) {
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+ if(state->enemies[i].active) {
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+ if(abs(state->enemies[i].position.x - state->player.position.x) < 10 &&
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+ abs(state->enemies[i].position.y - state->player.position.y) < 10) {
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+ deactivate_all_enemies(state);
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+ state->game_over = true;
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+ return;
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+ }
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+ }
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+ }
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+
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+ for(int p = 0; p < ENEMY_PROJECTILES_MAX; ++p) {
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+ if(state->enemy_projectiles[p].active) {
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+ state->enemy_projectiles[p].position.y += 2;
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+ if(state->enemy_projectiles[p].position.y > 128) {
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+ state->enemy_projectiles[p].active = false;
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+ state->enemy_projectiles_count--;
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+ }
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+ }
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+ }
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+
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+ if(all_enemies_destroyed(state)) {
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+ initialize_enemies(state);
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+ }
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+
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+ update_enemy_positions(state);
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+ handle_collisions(state);
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+}
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+
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+void render_callback(Canvas* const canvas, void* ctx) {
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+ GameState* state = (GameState*)ctx;
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+ if (!canvas || !state) return;
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+ if(state->game_over) {
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+ render_game_over_screen(canvas, state);
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+ } else {
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+ canvas_clear(canvas);
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+ char score_text[30];
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+ snprintf(score_text, sizeof(score_text), "Score: %d", state->score);
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+ canvas_set_font(canvas, FontSecondary);
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+ canvas_draw_str_aligned(canvas, 64, 0, AlignCenter, AlignTop, score_text);
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+ canvas_draw_icon(canvas, state->player.position.x, state->player.position.y, &I_yapinvader);
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+ for(int i = 0; i < PROJECTILES_MAX; ++i) {
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+ if(state->projectiles[i].active) {
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+ canvas_draw_circle(canvas, state->projectiles[i].position.x, state->projectiles[i].position.y, 1);
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+ }
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+ }
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+ }
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+ for(int i = 0; i < ENEMIES_MAX; ++i) {
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+ if(state->enemies[i].active) {
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+ canvas_draw_icon(canvas, state->enemies[i].position.x, state->enemies[i].position.y, &I_yap);
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+ }
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+ }
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+ for(int i = 0; i < BARRIERS_MAX; ++i) {
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+ if(state->barriers[i].active) {
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+ canvas_draw_rbox(canvas, state->barriers[i].position.x, state->barriers[i].position.y, 10, 3, 1);
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+ }
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+ }
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+ for(int p = 0; p < ENEMY_PROJECTILES_MAX; ++p) {
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+ if(state->enemy_projectiles[p].active) {
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+ canvas_draw_rbox(canvas, state->enemy_projectiles[p].position.x - 1, state->enemy_projectiles[p].position.y - 4, 4, 8, 1);
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+ }
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+ }
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+}
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+
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+static void input_callback(InputEvent* input_event, void* ctx) {
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+ GameState* state = (GameState*)ctx;
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+ if (!state) return;
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+
|
|
|
+ if (input_event->key == InputKeyBack && input_event->type == InputTypeShort) {
|
|
|
+ state->running = false;
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (state->game_over) {
|
|
|
+ if (input_event->key == InputKeyOk && input_event->type == InputTypeShort) {
|
|
|
+ game_state_init(state);
|
|
|
+ initialize_enemies(state);
|
|
|
+ state->game_over = false;
|
|
|
+ }
|
|
|
+ } else {
|
|
|
+ handle_input(state, input_event);
|
|
|
+ }
|
|
|
+ if (input_event->type == InputTypePress) {
|
|
|
+ switch(input_event->key) {
|
|
|
+ case InputKeyLeft:
|
|
|
+ leftKeyPressed = true;
|
|
|
+ break;
|
|
|
+ case InputKeyRight:
|
|
|
+ rightKeyPressed = true;
|
|
|
+ break;
|
|
|
+ default:
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (input_event->type == InputTypeRelease) {
|
|
|
+ switch(input_event->key) {
|
|
|
+ case InputKeyLeft:
|
|
|
+ leftKeyPressed = false;
|
|
|
+ break;
|
|
|
+ case InputKeyRight:
|
|
|
+ rightKeyPressed = false;
|
|
|
+ break;
|
|
|
+ default:
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void update_player_position(GameState* state) {
|
|
|
+ if(leftKeyPressed) {
|
|
|
+ state->player.position.x = (state->player.position.x - 1) > 0 ? state->player.position.x - 1 : 0;
|
|
|
+ }
|
|
|
+ if(rightKeyPressed) {
|
|
|
+ state->player.position.x = (state->player.position.x + 1) < 124 ? state->player.position.x + 1 : 124;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+int32_t yapinvaders_app(void) {
|
|
|
+ Gui* gui = furi_record_open(RECORD_GUI);
|
|
|
+ ViewPort* view_port = view_port_alloc();
|
|
|
+ view_port_draw_callback_set(view_port, render_callback, &game_state);
|
|
|
+ view_port_input_callback_set(view_port, input_callback, &game_state);
|
|
|
+ gui_add_view_port(gui, view_port, GuiLayerFullscreen);
|
|
|
+
|
|
|
+ game_state_init(&game_state);
|
|
|
+ initialize_enemies(&game_state);
|
|
|
+
|
|
|
+ while (game_state.running) {
|
|
|
+ if (game_state.game_over) {
|
|
|
+ if (game_state.waiting_for_restart) {
|
|
|
+ game_state_init(&game_state);
|
|
|
+ initialize_enemies(&game_state);
|
|
|
+ game_state.waiting_for_restart = false;
|
|
|
+ }
|
|
|
+ } else {
|
|
|
+ update_player_position(&game_state);
|
|
|
+ update_game_state(&game_state);
|
|
|
+ view_port_update(view_port);
|
|
|
+ }
|
|
|
+
|
|
|
+ furi_delay_ms(30);
|
|
|
+ }
|
|
|
+
|
|
|
+ gui_remove_view_port(gui, view_port);
|
|
|
+ view_port_free(view_port);
|
|
|
+ furi_record_close(RECORD_GUI);
|
|
|
+
|
|
|
+ return 0;
|
|
|
+}
|