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@@ -13,16 +13,19 @@
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#define PLAYER_INIT_POWER 50
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#define ENEMY_INIT_LOCATION_X 108
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#define TANK_BARREL_LENGTH 8
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-#define GRAVITY_FORCE 32
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+#define GRAVITY_FORCE 0.5
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#define MIN_GROUND_HEIGHT 35
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#define MAX_GROUND_HEIGHT 55
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#define MAX_FIRE_POWER 100
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#define MIN_FIRE_POWER 0
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#define TANK_COLLIDER_SIZE 3
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+#define MAX_WIND 10
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+#define MAX_PLAYER_DIFF_X 20
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+#define MAX_ENEMY_DIFF_X 20
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// That's a filthy workaround but sin(player.aimAngle) breaks it all... If you're able to fix it, please do create a PR!
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double scorched_tanks_sin[91] = {
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- 0.000, -0.017, -0.035, -0.052, -0.070, -0.087, -0.105, -0.122, -0.139, -0.156, -0.174, -0.191,
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+ 0.000, -0.017, -0.035, -0.052, -0.070, -0.087, -0.105, -0.122, -0.139, -0.156, -0.174, -0.191,
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-0.208, -0.225, -0.242, -0.259, -0.276, -0.292, -0.309, -0.326, -0.342, -0.358, -0.375, -0.391,
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-0.407, -0.423, -0.438, -0.454, -0.469, -0.485, -0.500, -0.515, -0.530, -0.545, -0.559, -0.574,
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-0.588, -0.602, -0.616, -0.629, -0.643, -0.656, -0.669, -0.682, -0.695, -0.707, -0.719, -0.731,
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@@ -39,17 +42,18 @@ double scorched_tanks_cos[91] = {
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0.423, 0.407, 0.391, 0.375, 0.358, 0.342, 0.326, 0.309, 0.292, 0.276, 0.259, 0.242, 0.225,
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0.208, 0.191, 0.174, 0.156, 0.139, 0.122, 0.105, 0.087, 0.070, 0.052, 0.035, 0.017, 0.000};
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double scorched_tanks_tan[91] = {
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- 0.000, -0.017, -0.035, -0.052, -0.070, -0.087, -0.105, -0.123, -0.141, -0.158, -0.176,
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- -0.194, -0.213, -0.231, -0.249, -0.268, -0.287, -0.306, -0.325, -0.344, -0.364, -0.384,
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- -0.404, -0.424, -0.445, -0.466, -0.488, -0.510, -0.532, -0.554, -0.577, -0.601, -0.625,
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- -0.649, -0.674, -0.700, -0.727, -0.754, -0.781, -0.810, -0.839, -0.869, -0.900, -0.932,
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- -0.966, -1.000, -1.036, -1.072, -1.111, -1.150, -1.192, -1.235, -1.280, -1.327, -1.376,
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- -1.428, -1.483, -1.540, -1.600, -1.664, -1.732, -1.804, -1.881, -1.963, -2.050, -2.144,
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- -2.246, -2.356, -2.475, -2.605, -2.747, -2.904, -3.078, -3.271, -3.487, -3.732, -4.011,
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- -4.331, -4.704, -5.144, -5.671, -6.313, -7.115, -8.144, -9.513, -11.429, -14.298, -19.077,
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+ 0.000, -0.017, -0.035, -0.052, -0.070, -0.087, -0.105, -0.123, -0.141, -0.158, -0.176,
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+ -0.194, -0.213, -0.231, -0.249, -0.268, -0.287, -0.306, -0.325, -0.344, -0.364, -0.384,
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+ -0.404, -0.424, -0.445, -0.466, -0.488, -0.510, -0.532, -0.554, -0.577, -0.601, -0.625,
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+ -0.649, -0.674, -0.700, -0.727, -0.754, -0.781, -0.810, -0.839, -0.869, -0.900, -0.932,
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+ -0.966, -1.000, -1.036, -1.072, -1.111, -1.150, -1.192, -1.235, -1.280, -1.327, -1.376,
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+ -1.428, -1.483, -1.540, -1.600, -1.664, -1.732, -1.804, -1.881, -1.963, -2.050, -2.144,
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+ -2.246, -2.356, -2.475, -2.605, -2.747, -2.904, -3.078, -3.271, -3.487, -3.732, -4.011,
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+ -4.331, -4.704, -5.144, -5.671, -6.313, -7.115, -8.144, -9.513, -11.429, -14.298, -19.077,
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-28.627, -57.254, -90747.269};
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-typedef struct {
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+typedef struct
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+{
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// +-----x
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// |
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// |
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@@ -58,7 +62,18 @@ typedef struct {
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uint8_t y;
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} Point;
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-typedef struct {
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+typedef struct
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+{
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+ // +-----x
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+ // |
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+ // |
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+ // y
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+ double x;
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+ double y;
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+} PointDetailed;
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+
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+typedef struct
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+{
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unsigned char locationX;
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unsigned char hp;
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int aimAngle;
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@@ -66,43 +81,54 @@ typedef struct {
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bool isShooting;
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} Tank;
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-typedef struct {
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+typedef struct
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+{
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Point ground[SCREEN_WIDTH];
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Tank player;
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Tank enemy;
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bool isPlayerTurn;
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- unsigned char trajectoryY[SCREEN_WIDTH];
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+ int windSpeed;
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+ Point trajectory[SCREEN_WIDTH];
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unsigned char trajectoryAnimationStep;
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- Point bulletPosition;
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+ PointDetailed bulletPosition;
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+ PointDetailed bulletVector;
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} Game;
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-typedef enum {
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+typedef enum
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+{
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EventTypeTick,
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EventTypeKey,
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} EventType;
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-typedef struct {
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+typedef struct
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+{
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EventType type;
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InputEvent input;
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} ScorchedTanksEvent;
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-int scorched_tanks_random(int min, int max) {
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+int scorched_tanks_random(int min, int max)
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+{
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return min + rand() % ((max + 1) - min);
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}
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-void scorched_tanks_generate_ground(Game* game_state) {
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+void scorched_tanks_generate_ground(Game *game_state)
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+{
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auto lastHeight = 45;
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- for(unsigned char a = 0; a < SCREEN_WIDTH; a++) {
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+ for (unsigned char a = 0; a < SCREEN_WIDTH; a++)
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+ {
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auto diffHeight = scorched_tanks_random(-2, 3);
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auto changeLength = scorched_tanks_random(1, 6);
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- if(diffHeight == 0) {
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+ if (diffHeight == 0)
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+ {
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changeLength = 1;
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}
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- for(int b = 0; b < changeLength; b++) {
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- if(a + b < SCREEN_WIDTH) {
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+ for (int b = 0; b < changeLength; b++)
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+ {
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+ if (a + b < SCREEN_WIDTH)
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+ {
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auto index = a + b;
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auto newPoint = lastHeight + diffHeight;
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newPoint = newPoint < MIN_GROUND_HEIGHT ? MIN_GROUND_HEIGHT : newPoint;
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@@ -110,7 +136,9 @@ void scorched_tanks_generate_ground(Game* game_state) {
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game_state->ground[index].x = index;
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game_state->ground[index].y = newPoint;
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lastHeight = newPoint;
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- } else {
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+ }
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+ else
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+ {
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a += b;
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break;
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}
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@@ -120,40 +148,37 @@ void scorched_tanks_generate_ground(Game* game_state) {
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}
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}
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-void scorched_tanks_init_game(Game* game_state) {
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- game_state->player.locationX = PLAYER_INIT_LOCATION_X;
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+void scorched_tanks_init_game(Game *game_state)
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+{
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+ game_state->player.locationX = PLAYER_INIT_LOCATION_X + scorched_tanks_random(0, MAX_PLAYER_DIFF_X) - MAX_PLAYER_DIFF_X / 2;
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game_state->player.aimAngle = PLAYER_INIT_AIM;
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game_state->player.firePower = PLAYER_INIT_POWER;
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- game_state->enemy.locationX = ENEMY_INIT_LOCATION_X;
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+ game_state->enemy.locationX = ENEMY_INIT_LOCATION_X + scorched_tanks_random(0, MAX_ENEMY_DIFF_X) - MAX_ENEMY_DIFF_X / 2;
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+
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+ game_state->windSpeed = scorched_tanks_random(0, MAX_WIND);
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for (int x = 0; x < SCREEN_WIDTH; x++)
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{
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- game_state->trajectoryY[x] = 0;
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+ game_state->trajectory[x].x = 0;
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+ game_state->trajectory[x].y = 0;
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}
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scorched_tanks_generate_ground(game_state);
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}
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-void scorched_tanks_calculate_trajectory(Game* game_state) {
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- if(game_state->player.isShooting) {
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- int x0 = game_state->player.locationX;
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- int y0 = game_state->ground[game_state->player.locationX].y - TANK_COLLIDER_SIZE;
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- int v0 = game_state->player.firePower;
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- int g = GRAVITY_FORCE;
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- int angle = game_state->player.aimAngle;
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-
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- if(x0 + game_state->trajectoryAnimationStep > SCREEN_WIDTH ||
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- game_state->bulletPosition.x > SCREEN_WIDTH ||
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- game_state->bulletPosition.y > game_state->ground[game_state->bulletPosition.x].y) {
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- game_state->player.isShooting = false;
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- game_state->bulletPosition.x = 0;
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- game_state->bulletPosition.y = 0;
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- return;
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- }
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+void scorched_tanks_calculate_trajectory(Game *game_state)
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+{
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+ if (game_state->player.isShooting)
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+ {
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+ game_state->bulletVector.x += ((double)game_state->windSpeed - MAX_WIND / 2) / 50;
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+ game_state->bulletVector.y += GRAVITY_FORCE;
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+
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+ game_state->bulletPosition.x += game_state->bulletVector.x;
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+ game_state->bulletPosition.y += game_state->bulletVector.y;
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- unsigned char distanceToEnemyX = game_state->enemy.locationX - game_state->bulletPosition.x;
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- unsigned char distanceToEnemyY = game_state->ground[game_state->enemy.locationX].y - TANK_COLLIDER_SIZE - game_state->bulletPosition.y;
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- int totalDistanceToEnemy = sqrt(distanceToEnemyX*distanceToEnemyX+distanceToEnemyY*distanceToEnemyY);
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+ double distanceToEnemyX = game_state->enemy.locationX - game_state->bulletPosition.x;
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+ double distanceToEnemyY = game_state->ground[game_state->enemy.locationX].y - TANK_COLLIDER_SIZE - game_state->bulletPosition.y;
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+ int totalDistanceToEnemy = sqrt(distanceToEnemyX * distanceToEnemyX + distanceToEnemyY * distanceToEnemyY);
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if (totalDistanceToEnemy <= TANK_COLLIDER_SIZE)
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{
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@@ -162,27 +187,31 @@ void scorched_tanks_calculate_trajectory(Game* game_state) {
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return;
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}
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- auto x = game_state->trajectoryAnimationStep;
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- auto y = y0 + x * scorched_tanks_tan[angle] -
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- g * x * x / -(2 * v0 * v0 * scorched_tanks_cos[angle] * scorched_tanks_cos[angle]);
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-
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- x += x0;
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-
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- if(x % 4 == 0) {
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- game_state->trajectoryY[x] = y;
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+ if (game_state->bulletPosition.x > SCREEN_WIDTH ||
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+ game_state->bulletPosition.y > game_state->ground[(int)round(game_state->bulletPosition.x)].y)
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+ {
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+ game_state->player.isShooting = false;
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+ game_state->bulletPosition.x = 0;
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+ game_state->bulletPosition.y = 0;
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+ game_state->windSpeed = scorched_tanks_random(0, MAX_WIND);
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+ return;
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}
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- game_state->bulletPosition.x = x;
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- game_state->bulletPosition.y = y;
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-
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- game_state->trajectoryAnimationStep++;
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+ if (game_state->bulletPosition.y > 0)
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+ {
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+ game_state->trajectory[game_state->trajectoryAnimationStep].x = round(game_state->bulletPosition.x);
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+ game_state->trajectory[game_state->trajectoryAnimationStep].y = round(game_state->bulletPosition.y);
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+ game_state->trajectoryAnimationStep++;
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+ }
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}
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}
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-static void scorched_tanks_render_callback(Canvas* const canvas, void* ctx) {
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- const Game* game_state = acquire_mutex((ValueMutex*)ctx, 25);
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+static void scorched_tanks_render_callback(Canvas *const canvas, void *ctx)
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+{
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+ const Game *game_state = acquire_mutex((ValueMutex *)ctx, 25);
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- if(game_state == NULL) {
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+ if (game_state == NULL)
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+ {
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return;
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}
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@@ -190,11 +219,13 @@ static void scorched_tanks_render_callback(Canvas* const canvas, void* ctx) {
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canvas_set_color(canvas, ColorBlack);
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- if(game_state->player.isShooting) {
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+ if (game_state->player.isShooting)
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+ {
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canvas_draw_dot(canvas, game_state->bulletPosition.x, game_state->bulletPosition.y);
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}
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- for(int a = 1; a < SCREEN_WIDTH; a++) {
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+ for (int a = 1; a < SCREEN_WIDTH; a++)
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+ {
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canvas_draw_line(
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canvas,
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game_state->ground[a - 1].x,
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@@ -202,8 +233,9 @@ static void scorched_tanks_render_callback(Canvas* const canvas, void* ctx) {
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game_state->ground[a].x,
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game_state->ground[a].y);
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- if(game_state->trajectoryY[a] != 0) {
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- canvas_draw_dot(canvas, a, game_state->trajectoryY[a]);
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+ if (game_state->trajectory[a].y != 0)
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+ {
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+ canvas_draw_dot(canvas, game_state->trajectory[a].x, game_state->trajectory[a].y);
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}
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}
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@@ -230,7 +262,10 @@ static void scorched_tanks_render_callback(Canvas* const canvas, void* ctx) {
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canvas_draw_line(canvas, aimX1, aimY1, aimX2, aimY2);
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canvas_set_font(canvas, FontSecondary);
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- canvas_draw_str(canvas, 55, 10, "Scorched Tanks");
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+
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+ char buffer2[12];
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+ snprintf(buffer2, sizeof(buffer2), "wind: %i", game_state->windSpeed - MAX_WIND / 2);
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+ canvas_draw_str(canvas, 55, 10, buffer2);
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char buffer[12];
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snprintf(buffer, sizeof(buffer), "a: %u", game_state->player.aimAngle);
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@@ -239,24 +274,26 @@ static void scorched_tanks_render_callback(Canvas* const canvas, void* ctx) {
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snprintf(buffer, sizeof(buffer), "p: %u", game_state->player.firePower);
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canvas_draw_str(canvas, 27, 10, buffer);
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- release_mutex((ValueMutex*)ctx, game_state);
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+ release_mutex((ValueMutex *)ctx, game_state);
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}
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-static void scorched_tanks_input_callback(InputEvent* input_event, FuriMessageQueue* event_queue) {
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+static void scorched_tanks_input_callback(InputEvent *input_event, FuriMessageQueue *event_queue)
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+{
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furi_assert(event_queue);
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ScorchedTanksEvent event = {.type = EventTypeKey, .input = *input_event};
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furi_message_queue_put(event_queue, &event, FuriWaitForever);
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}
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-static void scorched_tanks_update_timer_callback(FuriMessageQueue* event_queue) {
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+static void scorched_tanks_update_timer_callback(FuriMessageQueue *event_queue)
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+{
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furi_assert(event_queue);
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ScorchedTanksEvent event = {.type = EventTypeTick};
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furi_message_queue_put(event_queue, &event, 0);
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}
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-static void scorched_tanks_increase_power(Game* game_state)
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+static void scorched_tanks_increase_power(Game *game_state)
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{
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if (game_state->player.firePower < MAX_FIRE_POWER && !game_state->player.isShooting)
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{
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@@ -264,7 +301,7 @@ static void scorched_tanks_increase_power(Game* game_state)
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}
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}
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-static void scorched_tanks_decrease_power(Game* game_state)
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+static void scorched_tanks_decrease_power(Game *game_state)
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{
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if (game_state->player.firePower > MIN_FIRE_POWER && !game_state->player.isShooting)
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{
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@@ -272,14 +309,18 @@ static void scorched_tanks_decrease_power(Game* game_state)
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}
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}
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-static void scorched_tanks_aim_up(Game* game_state) {
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- if(game_state->player.aimAngle < 90 && !game_state->player.isShooting) {
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+static void scorched_tanks_aim_up(Game *game_state)
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+{
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+ if (game_state->player.aimAngle < 90 && !game_state->player.isShooting)
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+ {
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game_state->player.aimAngle++;
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}
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}
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-static void scorched_tanks_aim_down(Game* game_state) {
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- if(game_state->player.aimAngle > 0 && !game_state->player.isShooting) {
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+static void scorched_tanks_aim_down(Game *game_state)
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+{
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+ if (game_state->player.aimAngle > 0 && !game_state->player.isShooting)
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+ {
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game_state->player.aimAngle--;
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}
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}
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@@ -291,60 +332,72 @@ const NotificationSequence sequence_long_vibro = {
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NULL,
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};
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-static void scorched_tanks_fire(Game* game_state) {
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- if(!game_state->player.isShooting) {
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+static void scorched_tanks_fire(Game *game_state)
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+{
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+ if (!game_state->player.isShooting)
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+ {
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game_state->bulletPosition.x = game_state->player.locationX;
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game_state->bulletPosition.y = game_state->ground[game_state->player.locationX].y - TANK_COLLIDER_SIZE;
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+ game_state->bulletVector.x = scorched_tanks_cos[game_state->player.aimAngle] * ((double)game_state->player.firePower / 10);
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+ game_state->bulletVector.y = scorched_tanks_sin[game_state->player.aimAngle] * ((double)game_state->player.firePower / 10);
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game_state->trajectoryAnimationStep = 0;
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- for(int x = 0; x < SCREEN_WIDTH; x++) {
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- game_state->trajectoryY[x] = 0;
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+ for (int x = 0; x < SCREEN_WIDTH; x++)
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+ {
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+ game_state->trajectory[x].x = 0;
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+ game_state->trajectory[x].y = 0;
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}
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game_state->player.isShooting = true;
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- NotificationApp* notification = furi_record_open("notification");
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+ NotificationApp *notification = furi_record_open("notification");
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notification_message(notification, &sequence_long_vibro);
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notification_message(notification, &sequence_blink_white_100);
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furi_record_close("notification");
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}
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}
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-int32_t scorched_tanks_game_app(void* p) {
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+int32_t scorched_tanks_game_app(void *p)
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+{
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UNUSED(p);
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srand(DWT->CYCCNT);
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- FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(ScorchedTanksEvent));
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+ FuriMessageQueue *event_queue = furi_message_queue_alloc(8, sizeof(ScorchedTanksEvent));
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- Game* game_state = malloc(sizeof(Game));
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+ Game *game_state = malloc(sizeof(Game));
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scorched_tanks_init_game(game_state);
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ValueMutex state_mutex;
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- if(!init_mutex(&state_mutex, game_state, sizeof(ScorchedTanksEvent))) {
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+ if (!init_mutex(&state_mutex, game_state, sizeof(ScorchedTanksEvent)))
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+ {
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FURI_LOG_E("ScorchedTanks", "cannot create mutex\r\n");
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free(game_state);
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return 255;
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}
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- ViewPort* view_port = view_port_alloc();
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+ ViewPort *view_port = view_port_alloc();
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view_port_draw_callback_set(view_port, scorched_tanks_render_callback, &state_mutex);
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view_port_input_callback_set(view_port, scorched_tanks_input_callback, event_queue);
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- FuriTimer* timer =
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+ FuriTimer *timer =
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furi_timer_alloc(scorched_tanks_update_timer_callback, FuriTimerTypePeriodic, event_queue);
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furi_timer_start(timer, 2000);
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// Open GUI and register view_port
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- Gui* gui = furi_record_open(RECORD_GUI);
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+ Gui *gui = furi_record_open(RECORD_GUI);
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gui_add_view_port(gui, view_port, GuiLayerFullscreen);
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ScorchedTanksEvent event;
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- for(bool processing = true; processing;) {
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+ for (bool processing = true; processing;)
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+ {
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FuriStatus event_status = furi_message_queue_get(event_queue, &event, 50);
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- if(event.type == EventTypeKey) { // && game->isPlayerTurn
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- if(event.input.type == InputTypeRepeat || event.input.type == InputTypeShort) {
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- switch(event.input.key) {
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+ if (event.type == EventTypeKey)
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+ { // && game->isPlayerTurn
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+ if (event.input.type == InputTypeRepeat || event.input.type == InputTypeShort)
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+ {
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+ switch (event.input.key)
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+ {
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case InputKeyUp:
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scorched_tanks_aim_up(game_state);
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break;
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@@ -365,7 +418,9 @@ int32_t scorched_tanks_game_app(void* p) {
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break;
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}
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}
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- } else if(event.type == EventTypeTick) {
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+ }
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+ else if (event.type == EventTypeTick)
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+ {
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scorched_tanks_calculate_trajectory(game_state);
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}
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