pzrnqt1vrss 2 лет назад
Родитель
Сommit
5bc7e13f20

+ 1 - 0
ReadMe.md

@@ -0,0 +1 @@
+Four in row for flipper zero!!

+ 15 - 0
application.fam

@@ -0,0 +1,15 @@
+App(
+    appid="bomberduck",
+    name="bomberduck",
+    apptype=FlipperAppType.EXTERNAL,
+    entry_point="bomberduck_app",
+    cdefines=["BOMBERDUCK"],
+    requires=[
+        "gui",
+    ],
+    stack_size=1 * 1024,
+    order=90,
+	fap_icon="bomb.png",
+    fap_category="Games",
+    fap_icon_assets="assets",
+)

BIN
assets/bomb0.png


BIN
assets/bomb1.png


BIN
assets/bomb2.png


BIN
assets/box.png


BIN
assets/end.png


BIN
assets/enemy1.png


BIN
assets/enemyleft.png


BIN
assets/enemyright.png


BIN
assets/explore.png


BIN
assets/playerleft.png


BIN
assets/playerright.png


BIN
assets/unbreakbox.png



+ 571 - 0
bomberman.c

@@ -0,0 +1,571 @@
+#include <stdio.h>
+#include <furi.h>
+
+#include <gui/gui.h>
+#include <input/input.h>
+#include <notification/notification.h>
+#include <notification/notification_messages.h>
+#include <gui/canvas_i.h>
+#include "bomberduck_icons.h"
+
+int max(int a, int b) {
+    return (a > b) ? a : b;
+}
+
+int min(int a, int b) {
+    return (a < b) ? a : b;
+}
+
+
+FuriMutex* mutex;
+#define WorldSizeX 12
+#define WorldSizeY 6
+#define BombTime 4
+#define BombRange 1
+
+typedef struct {
+    int row;
+    int col;
+} Cell;
+
+typedef struct {
+    Cell cells[WorldSizeY * WorldSizeX];
+    int front;
+    int rear;
+} Queue;
+
+void enqueue(Queue* q, Cell c) {
+    q->cells[q->rear] = c;
+    q->rear++;
+}
+
+Cell dequeue(Queue* q) {
+    Cell c = q->cells[q->front];
+    q->front++;
+
+    return c;
+}
+
+bool is_empty(Queue* q) {
+    return q->front == q->rear;
+}
+
+
+typedef struct {
+    int x;
+    int y;
+    int planted;
+} Bomb;
+
+typedef struct {
+    int x;
+    int y;
+    bool side;
+} Player;
+
+typedef struct {
+    int x;
+    int y;
+    int last;
+    bool side;
+    int level;
+} Enemy;
+
+
+typedef struct {
+    int matrix[WorldSizeY][WorldSizeX];
+    Player* player;
+    bool running;
+    int level;
+
+    Enemy enemies[10];
+    int enemies_count;
+
+    Bomb bombs[100];
+    int bombs_count;
+
+    int endx;
+    int endy;
+} World;
+
+Player player = {0, 0, 1};
+World world = {{{0}}, &player, 1, 0, {}, 0, {}, 0, 0, 0};
+
+void init(){
+    player.x = 1;
+    player.y = 1;
+    
+    world.endx = 3 + rand()%8;
+    world.endy = rand()%6;
+    for (int i = 0; i < WorldSizeY; i++) {
+        for (int j = 0; j < WorldSizeX; j++) {
+            world.matrix[i][j] = rand() % 3;
+        }
+    }
+    world.running = 1;
+
+    for(int j = max(0, player.y-BombRange); j < min(WorldSizeY, player.y+BombRange+1); j++){
+        world.matrix[j][player.x] = 0;
+    }
+
+    for(int j = max(0, player.x-BombRange); j < min(WorldSizeX, player.x+BombRange+1); j++){
+        world.matrix[player.y][j] = 0;
+    }
+
+    world.enemies_count=0;
+    for(int j = 0; j < rand()%2 + world.level/5; j++){
+        Enemy enemy;
+        enemy.x = 3 + rand()%8;
+        enemy.y = rand()%6;
+        enemy.last = 0;
+        enemy.side = 1;
+        enemy.level = 0;
+
+        world.enemies[j] = enemy;
+        world.enemies_count++;
+
+        for(int m = max(0, world.enemies[j].y-BombRange); m < min(WorldSizeY, world.enemies[j].y+BombRange+1); m++){
+            world.matrix[m][world.enemies[j].x] = 0;
+        }
+
+        for(int m = max(0, world.enemies[j].x-BombRange); m < min(WorldSizeX, world.enemies[j].x+BombRange+1); m++){
+            world.matrix[world.enemies[j].y][m] = 0;
+        }
+
+    }    
+    world.matrix[world.endy][world.endx] = 1;
+
+
+
+
+}
+
+const NotificationSequence end = {
+    &message_vibro_on,
+
+    &message_note_ds4,
+    &message_delay_10,
+    &message_sound_off,
+    &message_delay_10,
+
+    &message_note_ds4,
+    &message_delay_10,
+    &message_sound_off,
+    &message_delay_10,
+
+    &message_note_ds4,
+    &message_delay_10,
+    &message_sound_off,
+    &message_delay_10,
+
+    &message_vibro_off,
+    NULL,
+};
+
+void intToStr(int num, char* str) {
+    int i = 0, sign = 0;
+
+    if (num < 0) {
+        num = -num;
+        sign = 1;
+    }
+
+    do {
+        str[i++] = num % 10 + '0';
+        num /= 10;
+    } while (num > 0);
+
+    if (sign) {
+        str[i++] = '-';
+    }
+
+    str[i] = '\0';
+
+    // Reverse the string
+    int j, len = i;
+    char temp;
+    for (j = 0; j < len / 2; j++) {
+        temp = str[j];
+        str[j] = str[len - j - 1];
+        str[len - j - 1] = temp;
+    }
+}
+
+bool BFS() {
+    // Initialize visited array and queue
+    int visited[WorldSizeY][WorldSizeX] = {0};
+    Queue q = {.front = 0, .rear = 0};
+    // Mark the starting cell as visited and enqueue it
+    visited[world.player->y][world.player->x] = 1;
+    Cell startCell = {.row = world.player->y, .col = world.player->x};
+    enqueue(&q, startCell);
+    // Traverse the field
+    while (!is_empty(&q)) {
+        // Dequeue a cell from the queue
+        Cell currentCell = dequeue(&q);
+        // Check if the current cell is the destination cell
+        if (currentCell.row == world.endy && currentCell.col == world.endx) {
+            return true;
+        }
+        // Check the neighboring cells
+        for (int rowOffset = -1; rowOffset <= 1; rowOffset++) {
+            for (int colOffset = -1; colOffset <= 1; colOffset++) {
+                // Skip diagonals and the current cell
+                if (rowOffset == 0 && colOffset == 0) {
+                    continue;
+                }
+                if (rowOffset != 0 && colOffset != 0) {
+                    continue;
+                }
+                // Calculate the row and column of the neighboring cell
+                int neighborRow = currentCell.row + rowOffset;
+                int neighborCol = currentCell.col + colOffset;
+                // Skip out-of-bounds cells and already visited cells
+                if (neighborRow < 0 || neighborRow >= WorldSizeY ||
+                    neighborCol < 0 || neighborCol >= WorldSizeX) {
+                    continue;
+                }
+                if (visited[neighborRow][neighborCol]) {
+                    continue;
+                }
+                // Mark the neighboring cell as visited and enqueue it
+                if (world.matrix[neighborRow][neighborCol] != 2){
+                    visited[neighborRow][neighborCol] = 1;
+                    Cell neighborCell = {.row = neighborRow, .col = neighborCol};
+                    enqueue(&q, neighborCell);
+                }
+            }
+        }
+    }
+    return false;
+}
+
+
+static void draw_callback(Canvas* canvas, void* ctx) {
+    UNUSED(ctx);
+
+    furi_mutex_acquire(mutex, FuriWaitForever);
+    if(!BFS()){
+        init();
+    }
+    canvas_clear(canvas);
+
+    canvas_draw_icon(canvas, world.endx*10+4, world.endy*10+2, &I_end);
+
+    if(world.running){
+        for (size_t i = 0; i < WorldSizeY; i++)
+        {
+            for (size_t j = 0; j < WorldSizeX; j++)
+            {
+                switch (world.matrix[i][j])
+                {
+                case 0:
+                    break;
+                case 1:
+                    canvas_draw_icon(canvas, j*10+4, i*10+2, &I_box);
+                    break;
+                case 2:
+                    canvas_draw_icon(canvas, j*10+4, i*10+2, &I_unbreakbox);
+                    break;
+                case 3:
+                    canvas_draw_icon(canvas, j*10+4, i*10+2, &I_bomb0);
+                    break;
+                case 4:
+                    canvas_draw_icon(canvas, j*10+4, i*10+2, &I_bomb1);
+                    break;
+                case 5:
+                    canvas_draw_icon(canvas, j*10+4, i*10+2, &I_bomb2);
+                    break;
+                case 6:
+                    canvas_draw_icon(canvas, j*10+4, i*10+2, &I_explore);
+                    world.matrix[i][j] = 0;
+                    break;
+                }
+            }
+        }
+
+        if(world.player->side){
+            canvas_draw_icon(canvas, world.player->x*10+4, world.player->y*10+2, &I_playerright);
+        }else{
+            canvas_draw_icon(canvas, world.player->x*10+4, world.player->y*10+2, &I_playerleft);
+        }
+
+        for (int i = 0; i < world.enemies_count; i++)
+        {
+            if(world.enemies[i].level>0){
+                canvas_draw_icon(canvas, world.enemies[i].x*10+4, world.enemies[i].y*10+2, &I_enemy1);
+            } else {
+                if(world.enemies[i].side){
+                    canvas_draw_icon(canvas, world.enemies[i].x*10+4, world.enemies[i].y*10+2, &I_enemyright);
+                }else{
+                    canvas_draw_icon(canvas, world.enemies[i].x*10+4, world.enemies[i].y*10+2, &I_enemyleft);
+                }        
+            }
+        }
+    }else{
+        canvas_set_font(canvas, FontPrimary);
+        if(world.player->x == world.endx && world.player->y == world.endy){
+            if(world.level == 20){
+                canvas_draw_str(canvas, 30, 35, "You win!");
+            }
+            canvas_draw_str(canvas, 30, 35, "Next level!");
+            char str[20];
+            intToStr(world.level, str);
+            canvas_draw_str(canvas, 90, 35, str);
+
+        } else {
+            canvas_draw_str(canvas, 30, 35, "Game over!");
+        }
+    }
+    
+    furi_mutex_release(mutex); 
+}
+
+
+
+static void input_callback(InputEvent* input_event, void* ctx) {
+    // Проверяем, что контекст не нулевой
+    furi_assert(ctx);
+    FuriMessageQueue* event_queue = ctx;
+
+    furi_message_queue_put(event_queue, input_event, FuriWaitForever);
+}
+
+int32_t bomberduck_app(void* p) {
+    UNUSED(p);
+
+    // Текущее событие типа InputEvent
+    InputEvent event;
+    // Очередь событий на 8 элементов размера InputEvent
+    FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(InputEvent));
+
+    // Создаем новый view port
+    ViewPort* view_port = view_port_alloc();
+    // Создаем callback отрисовки, без контекста
+    view_port_draw_callback_set(view_port, draw_callback, NULL);
+    // Создаем callback нажатий на клавиши, в качестве контекста передаем
+    // нашу очередь сообщений, чтоб запихивать в неё эти события
+    view_port_input_callback_set(view_port, input_callback, event_queue);
+
+    mutex = furi_mutex_alloc(FuriMutexTypeNormal);//
+
+    // Создаем GUI приложения
+    Gui* gui = furi_record_open(RECORD_GUI);
+    // Подключаем view port к GUI в полноэкранном режиме
+    gui_add_view_port(gui, view_port, GuiLayerFullscreen);
+    NotificationApp* notification = furi_record_open(RECORD_NOTIFICATION);
+    notification_message_block(notification, &sequence_display_backlight_enforce_on);
+    init();
+    
+    // Бесконечный цикл обработки очереди событий
+    while(1) {
+        if (furi_message_queue_get(event_queue, &event, 100) == FuriStatusOk){
+            furi_mutex_acquire(mutex, FuriWaitForever);
+            // Если нажата кнопка "назад", то выходим из цикла, а следовательно и из приложения
+
+            if(event.type == InputTypePress) {
+                if(event.key == InputKeyOk) {
+                    if(world.running){
+                        if (world.matrix[world.player->y][world.player->x]==0 && world.bombs_count<2)
+                        {
+                            world.matrix[world.player->y][world.player->x] = 3;
+                            Bomb bomb = {world.player->x, world.player->y, furi_get_tick()};
+                            world.bombs[world.bombs_count] = bomb;
+                            world.bombs_count++;
+                        }
+                    } else {
+                        init();
+                    }
+                }
+                if(event.key == InputKeyUp) {
+                    if (world.player->y >0 && world.matrix[world.player->y-1][world.player->x]==0)
+                        world.player->y--;
+                }
+                if(event.key == InputKeyDown) {
+                    if (world.player->y < WorldSizeY-1 && world.matrix[world.player->y+1][world.player->x]==0)
+                        world.player->y++;        
+                }
+                if(event.key == InputKeyLeft) {
+                    world.player->side=0;
+                    if (world.player->x > 0 && world.matrix[world.player->y][world.player->x-1]==0)
+                        world.player->x--;
+                }
+                if(event.key == InputKeyRight) {
+                    world.player->side=1;
+                    if (world.player->x < WorldSizeX-1 && world.matrix[world.player->y][world.player->x+1]==0)
+                        world.player->x++;
+                }
+                if(event.key == InputKeyBack) {
+                    break;
+                }
+            }
+        }
+        if(world.running){
+            if(world.player->x == world.endx && world.player->y == world.endy){
+                notification_message(notification, &end);
+                world.running=0;           
+                world.level+=1;
+            }
+            for (int i = 0; i < world.bombs_count; i++)
+            {
+                if(furi_get_tick() - world.bombs[i].planted > 3000){
+                    world.matrix[world.bombs[i].y][world.bombs[i].x] = 6;
+
+                    for(int j = max(0, world.bombs[i].y-BombRange); j < min(WorldSizeY, world.bombs[i].y+BombRange+1); j++){
+                        if(world.matrix[j][world.bombs[i].x]!=2){
+                            world.matrix[j][world.bombs[i].x] = 6;
+                            if (j==world.player->y && world.bombs[i].x == world.player->x){
+                                notification_message(notification, &end);
+                                world.running=0;
+                            }
+                            for (int e = 0; e < world.enemies_count; e++)
+                            {
+                                if (j==world.enemies[e].y && world.bombs[i].x == world.enemies[e].x){
+                                    for (int l = e; l < world.enemies_count - 1; l++) {
+                                        world.enemies[l] = world.enemies[l + 1];
+                                    }
+                                    world.enemies_count--;
+                                }
+                            }                      
+                        }
+                    }
+
+                    for(int j = max(0, world.bombs[i].x-BombRange); j < min(WorldSizeX, world.bombs[i].x+BombRange+1); j++){
+                        if(world.matrix[world.bombs[i].y][j]!=2){
+                            world.matrix[world.bombs[i].y][j] = 6;
+                            if (world.bombs[i].y ==world.player->y && j == world.player->x){
+                                notification_message(notification, &end);
+                                world.running=0;
+
+                            }
+                            for (int e = 0; e < world.enemies_count; e++)
+                            {
+                                if (world.bombs[i].y == world.enemies[e].y && j == world.enemies[e].x){
+                                    for (int l = e; l < world.enemies_count - 1; l++) {
+                                        world.enemies[l] = world.enemies[l + 1];
+                                    }
+                                    world.enemies_count--;
+
+                                }
+                            }
+                        }
+                    }
+
+
+                    for (int j = i; j < world.bombs_count - 1; j++) {
+                        world.bombs[j] = world.bombs[j + 1];
+                    }
+                    world.bombs_count--;
+                }else if (furi_get_tick() - world.bombs[i].planted > 2000)
+                {
+                    world.matrix[world.bombs[i].y][world.bombs[i].x] = 5;
+
+                }else if (furi_get_tick() - world.bombs[i].planted > 1000)
+                {
+                    world.matrix[world.bombs[i].y][world.bombs[i].x] = 4;
+                }
+            }
+            for (int e = 0; e < world.enemies_count; e++)
+            {
+                if (world.player->y==world.enemies[e].y && world.player->x == world.enemies[e].x){
+                    notification_message(notification, &end);
+                    world.running=0;
+                }
+            }
+
+            for (int e = 0; e < world.enemies_count; e++)
+            {
+                if(world.enemies[e].level>0){
+                    if (furi_get_tick() - world.enemies[e].last > (unsigned long)(2000 - world.level*100)){
+                        world.enemies[e].last = furi_get_tick();
+                        int move = rand()%4;
+                        switch (move)
+                        {
+                        case 0:
+                            if (world.enemies[e].y >0 && world.matrix[world.enemies[e].y-1][world.enemies[e].x]!=2)
+                                world.enemies[e].y--;
+                            break;
+                        case 1:
+                            if (world.enemies[e].y < WorldSizeY-1 && world.matrix[world.enemies[e].y+1][world.enemies[e].x]!=2)
+                                world.enemies[e].y++;  
+                            break;
+                        case 2:
+                            world.enemies[e].side=0;
+                            if (world.enemies[e].x > 0 && world.matrix[world.enemies[e].y][world.enemies[e].x-1]!=2)
+                                world.enemies[e].x--;
+                            break;
+                        case 3:
+                            world.enemies[e].side=1;
+                            if (world.enemies[e].x < WorldSizeX-1 && world.matrix[world.enemies[e].y][world.enemies[e].x+1]!=2)
+                                world.enemies[e].x++;     
+                        default:
+                            break;
+                        }
+                    }                  
+                } else {
+                    if (furi_get_tick() - world.enemies[e].last > (unsigned long)(1000 - world.level*50)){
+                        world.enemies[e].last = furi_get_tick();
+                        int move = rand()%4;
+                        switch (move)
+                        {
+                        case 0:
+                            if (world.enemies[e].y >0 && world.matrix[world.enemies[e].y-1][world.enemies[e].x]==0)
+                                world.enemies[e].y--;
+                            break;
+                        case 1:
+                            if (world.enemies[e].y < WorldSizeY-1 && world.matrix[world.enemies[e].y+1][world.enemies[e].x]==0)
+                                world.enemies[e].y++;  
+                            break;
+                        case 2:
+                            world.enemies[e].side=0;
+                            if (world.enemies[e].x > 0 && world.matrix[world.enemies[e].y][world.enemies[e].x-1]==0)
+                                world.enemies[e].x--;
+                            break;
+                        case 3:
+                            world.enemies[e].side=1;
+                            if (world.enemies[e].x < WorldSizeX-1 && world.matrix[world.enemies[e].y][world.enemies[e].x+1]==0)
+                                world.enemies[e].x++;     
+                        default:
+                            break;
+                        }
+                    }
+                }
+            }
+            for (int e = 0; e < world.enemies_count; e++)
+            {
+                for (int h = e + 1; h < world.enemies_count; h++)
+                {
+                    if(world.enemies[e].y == world.enemies[h].y && world.enemies[e].x==world.enemies[h].x){
+                        world.enemies[h].level++;
+                        for (int l = e; l < world.enemies_count - 1; l++) {
+                            world.enemies[l] = world.enemies[l + 1];
+                        }
+                        world.enemies_count--;
+                    }
+                }
+            }
+        }
+         
+        
+
+        view_port_update(view_port);
+        furi_mutex_release(mutex);
+    }
+
+    // Специальная очистка памяти, занимаемой очередью
+    furi_message_queue_free(event_queue);
+
+    // Чистим созданные объекты, связанные с интерфейсом
+    gui_remove_view_port(gui, view_port);
+    view_port_free(view_port);    furi_message_queue_free(event_queue);
+
+    // Чистим созданные объекты, связанные с интерфейсом
+    gui_remove_view_port(gui, view_port);
+    view_port_free(view_port);
+    furi_mutex_free(mutex);
+    furi_record_close(RECORD_GUI);
+    furi_mutex_free(mutex);
+    furi_record_close(RECORD_GUI);
+
+    return 0;
+}