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Add 2048 from https://github.com/eugene-kirzhanov/flipper-zero-2048-game

git-subtree-dir: 2048
git-subtree-mainline: 162e28dcda1dbd68763c7fe563ca02855831bb16
git-subtree-split: 663bbe7bd18c5a686e2294bcd335d6c62ab2e8f2
Willy-JL hace 2 años
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Se han modificado 11 ficheros con 893 adiciones y 0 borrados
  1. 1 0
      2048/.gitsubtree
  2. 21 0
      2048/LICENSE
  3. 17 0
      2048/README.md
  4. 14 0
      2048/application.fam
  5. 40 0
      2048/array_utils.c
  6. 22 0
      2048/array_utils.h
  7. 263 0
      2048/digits.h
  8. 515 0
      2048/game_2048.c
  9. BIN
      2048/game_2048.png
  10. BIN
      2048/images/screenshot1.png
  11. BIN
      2048/images/screenshot2.png

+ 1 - 0
2048/.gitsubtree

@@ -0,0 +1 @@
+https://github.com/eugene-kirzhanov/flipper-zero-2048-game main

+ 21 - 0
2048/LICENSE

@@ -0,0 +1,21 @@
+MIT License
+
+Copyright (c) 2022 Eugene Kirzhanov
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+SOFTWARE.

+ 17 - 0
2048/README.md

@@ -0,0 +1,17 @@
+# "2048" game for Flipper Zero
+- play up to 65K
+- progress is saved on exit
+
+![Game screen](images/screenshot1.png)
+![Menu screen](images/screenshot2.png)
+
+#### TODO:
+ - add animations
+ 
+#### Thanks to:
+ - [DroomOne's FlappyBird](https://github.com/DroomOne/flipperzero-firmware/tree/dev/applications/flappy_bird)
+ - [x27's "15" Game](https://github.com/x27/flipperzero-game15)
+
+#### License
+[MIT](LICENSE)
+Copyright 2022 Eugene Kirzhanov

+ 14 - 0
2048/application.fam

@@ -0,0 +1,14 @@
+App(
+    appid="game_2048",
+    name="2048",
+    apptype=FlipperAppType.EXTERNAL,
+    entry_point="game_2048_app",
+    cdefines=["APP_GAME_2048"],
+    requires=[
+        "gui",
+    ],
+    stack_size=1 * 1024,
+    order=90,
+	fap_icon="game_2048.png",
+    fap_category="Games"
+)

+ 40 - 0
2048/array_utils.c

@@ -0,0 +1,40 @@
+#include "array_utils.h"
+
+void reverse_array(int length, uint8_t arr[length]) {
+    uint8_t tmp;
+    for(int low = 0, high = length - 1; low < high; low++, high--) {
+        tmp = arr[low];
+        arr[low] = arr[high];
+        arr[high] = tmp;
+    }
+}
+
+bool shift_array_to_left(int length, uint8_t arr[length], uint8_t from_index, uint8_t offset) {
+    if(from_index >= length) return false;
+    for(uint8_t i = from_index; i < length; i++) {
+        arr[i] = i < length - offset ? arr[i + offset] : 0;
+    }
+    return true;
+}
+
+void get_column_from_array(
+    int rows,
+    int cols,
+    uint8_t arr[rows][cols],
+    uint8_t column_index,
+    uint8_t* out) {
+    for(uint8_t i = 0; i < rows; i++) {
+        out[i] = arr[i][column_index];
+    }
+}
+
+void set_column_to_array(
+    int rows,
+    int cols,
+    uint8_t arr[rows][cols],
+    uint8_t column_index,
+    uint8_t* src) {
+    for(uint8_t i = 0; i < rows; i++) {
+        arr[i][column_index] = src[i];
+    }
+}

+ 22 - 0
2048/array_utils.h

@@ -0,0 +1,22 @@
+#pragma once
+
+#include <stdint.h>
+#include <stdbool.h>
+
+void reverse_array(int length, uint8_t arr[length]);
+
+bool shift_array_to_left(int length, uint8_t arr[length], uint8_t from_index, uint8_t offset);
+
+void get_column_from_array(
+    int rows,
+    int cols,
+    uint8_t arr[rows][cols],
+    uint8_t column_index,
+    uint8_t* out);
+
+void set_column_to_array(
+    int rows,
+    int cols,
+    uint8_t arr[rows][cols],
+    uint8_t column_index,
+    uint8_t* src);

+ 263 - 0
2048/digits.h

@@ -0,0 +1,263 @@
+#pragma once
+
+#include <stdint.h>
+
+uint8_t digits[16][14][14] = {
+
+    // 2
+    {{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0},
+     {0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0},
+     {0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0},
+     {0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0},
+     {0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0},
+     {0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}},
+
+    // 4
+    {{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 1, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0},
+     {0, 0, 0, 1, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0},
+     {0, 0, 0, 1, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0},
+     {0, 0, 0, 1, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0},
+     {0, 0, 0, 1, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0},
+     {0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0},
+     {0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}},
+
+    // 8
+    {{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0},
+     {0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0},
+     {0, 0, 0, 1, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0},
+     {0, 0, 0, 1, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0},
+     {0, 0, 0, 1, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0},
+     {0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0},
+     {0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0},
+     {0, 0, 0, 1, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0},
+     {0, 0, 0, 1, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0},
+     {0, 0, 0, 1, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0},
+     {0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0},
+     {0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}},
+
+    // 16
+    {{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0},
+     {0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0},
+     {0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0},
+     {0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0},
+     {0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0},
+     {0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0},
+     {0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0},
+     {0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0},
+     {0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0},
+     {0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}},
+
+    // 32
+    {{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 0},
+     {0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 0},
+     {0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 1, 1, 0},
+     {0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 1, 1, 0},
+     {0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 0},
+     {0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 0},
+     {0, 0, 0, 0, 1, 1, 0, 1, 1, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 1, 1, 0, 1, 1, 0, 0, 0, 0, 0},
+     {0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 0},
+     {0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}},
+
+    // 64
+    {{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 1, 1, 1, 1, 1, 0, 1, 1, 0, 0, 1, 1, 0},
+     {0, 1, 1, 1, 1, 1, 0, 1, 1, 0, 0, 1, 1, 0},
+     {0, 1, 1, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0},
+     {0, 1, 1, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0},
+     {0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 0},
+     {0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 0},
+     {0, 1, 1, 0, 1, 1, 0, 0, 0, 0, 0, 1, 1, 0},
+     {0, 1, 1, 0, 1, 1, 0, 0, 0, 0, 0, 1, 1, 0},
+     {0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 1, 1, 0},
+     {0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 1, 1, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}},
+
+    // 128
+    {{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 1, 0, 1, 1, 1, 0, 1, 1, 1, 0, 0},
+     {0, 0, 1, 1, 0, 0, 0, 1, 0, 1, 0, 1, 0, 0},
+     {0, 0, 0, 1, 0, 1, 1, 1, 0, 1, 1, 1, 0, 0},
+     {0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0},
+     {0, 0, 0, 1, 0, 1, 1, 1, 0, 1, 1, 1, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}},
+
+    // 256
+    {{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 1, 1, 1, 0, 1, 1, 1, 0, 1, 1, 1, 0},
+     {0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0},
+     {0, 0, 1, 1, 1, 0, 1, 1, 1, 0, 1, 1, 1, 0},
+     {0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 1, 0},
+     {0, 0, 1, 1, 1, 0, 1, 1, 1, 0, 1, 1, 1, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}},
+
+    // 512
+    {{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 1, 1, 1, 0, 0, 1, 0, 1, 1, 1, 0, 0},
+     {0, 0, 1, 0, 0, 0, 1, 1, 0, 0, 0, 1, 0, 0},
+     {0, 0, 1, 1, 1, 0, 0, 1, 0, 1, 1, 1, 0, 0},
+     {0, 0, 0, 0, 1, 0, 0, 1, 0, 1, 0, 0, 0, 0},
+     {0, 0, 1, 1, 1, 0, 0, 1, 0, 1, 1, 1, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}},
+
+    // 1K
+    {{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 1, 0, 1, 0, 0, 1, 0, 0, 0, 0},
+     {0, 0, 0, 1, 1, 0, 1, 0, 1, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 1, 0, 1, 1, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 1, 0, 1, 0, 0, 1, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}},
+
+    // 2K
+    {{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 1, 1, 1, 0, 1, 0, 0, 1, 0, 0, 0},
+     {0, 0, 0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0},
+     {0, 0, 0, 1, 1, 1, 0, 1, 1, 0, 0, 0, 0, 0},
+     {0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0},
+     {0, 0, 0, 1, 1, 1, 0, 1, 0, 0, 1, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}},
+
+    // 4K
+    {{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 1, 0, 0, 0},
+     {0, 0, 0, 1, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0},
+     {0, 0, 0, 1, 1, 1, 0, 1, 1, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 1, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}},
+
+    // 8K
+    {{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 1, 1, 1, 0, 1, 0, 0, 1, 0, 0, 0},
+     {0, 0, 0, 1, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0},
+     {0, 0, 0, 1, 1, 1, 0, 1, 1, 0, 0, 0, 0, 0},
+     {0, 0, 0, 1, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0},
+     {0, 0, 0, 1, 1, 1, 0, 1, 0, 0, 1, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}},
+
+    // 16K
+    {{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 1, 0, 1, 1, 1, 0, 1, 0, 0, 1, 0},
+     {0, 0, 1, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0},
+     {0, 0, 0, 1, 0, 1, 1, 1, 0, 1, 1, 0, 0, 0},
+     {0, 0, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 0},
+     {0, 0, 0, 1, 0, 1, 1, 1, 0, 1, 0, 0, 1, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}},
+
+    // 32K
+    {{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 1, 1, 1, 0, 1, 1, 1, 0, 1, 0, 0, 1, 0},
+     {0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 1, 0, 0},
+     {0, 1, 1, 1, 0, 1, 1, 1, 0, 1, 1, 0, 0, 0},
+     {0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0},
+     {0, 1, 1, 1, 0, 1, 1, 1, 0, 1, 0, 0, 1, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}},
+
+    // 64K
+    {{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 1, 1, 1, 0, 1, 0, 1, 0, 1, 0, 0, 1, 0},
+     {0, 1, 0, 0, 0, 1, 0, 1, 0, 1, 0, 1, 0, 0},
+     {0, 1, 1, 1, 0, 1, 1, 1, 0, 1, 1, 0, 0, 0},
+     {0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 1, 0, 0},
+     {0, 1, 1, 1, 0, 0, 0, 1, 0, 1, 0, 0, 1, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
+     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}}
+
+};

+ 515 - 0
2048/game_2048.c

@@ -0,0 +1,515 @@
+/* 
+ * Copyright 2022 Eugene Kirzhanov
+ * Use of this source code is governed by an MIT-style
+ * license that can be found in the LICENSE file or at
+ * https://opensource.org/licenses/MIT
+ * 
+ * Thanks to:
+ *  - DroomOne: https://github.com/DroomOne/flipperzero-firmware
+ *  - x27: https://github.com/x27/flipperzero-game15
+ */
+
+#include <furi.h>
+#include <gui/gui.h>
+#include <input/input.h>
+#include <storage/storage.h>
+#include <dolphin/dolphin.h>
+
+#include "digits.h"
+#include "array_utils.h"
+
+#define CELLS_COUNT 4
+#define CELL_INNER_SIZE 14
+#define FRAME_LEFT 10
+#define FRAME_TOP 1
+#define FRAME_SIZE 61
+
+#define SAVING_DIRECTORY "/ext/apps/Games"
+#define SAVING_FILENAME SAVING_DIRECTORY "/game_2048.save"
+
+typedef enum {
+    GameStateMenu,
+    GameStateInProgress,
+    GameStateGameOver,
+} State;
+
+typedef struct {
+    FuriMutex* mutex;
+    State state;
+    uint8_t table[CELLS_COUNT][CELLS_COUNT];
+    uint32_t score;
+    uint32_t moves;
+    int8_t selected_menu_item;
+    uint32_t top_score;
+} GameState;
+
+typedef struct {
+    uint32_t points;
+    bool is_table_updated;
+} MoveResult;
+
+#define MENU_ITEMS_COUNT 2
+static const char* popup_menu_strings[] = {"Resume", "New Game"};
+
+static void input_callback(InputEvent* input_event, void* ctx) {
+    furi_assert(ctx);
+    FuriMessageQueue* event_queue = ctx;
+    furi_message_queue_put(event_queue, input_event, FuriWaitForever);
+}
+
+static void draw_frame(Canvas* canvas) {
+    canvas_draw_frame(canvas, FRAME_LEFT, FRAME_TOP, FRAME_SIZE, FRAME_SIZE);
+
+    uint8_t offs = FRAME_LEFT + CELL_INNER_SIZE + 1;
+    for(uint8_t i = 0; i < CELLS_COUNT - 1; i++) {
+        canvas_draw_line(canvas, offs, FRAME_TOP + 1, offs, FRAME_TOP + FRAME_SIZE - 2);
+        offs += CELL_INNER_SIZE + 1;
+    }
+    offs = FRAME_TOP + CELL_INNER_SIZE + 1;
+    for(uint8_t i = 0; i < CELLS_COUNT - 1; i++) {
+        canvas_draw_line(canvas, FRAME_LEFT + 1, offs, FRAME_LEFT + FRAME_SIZE - 2, offs);
+        offs += CELL_INNER_SIZE + 1;
+    }
+}
+
+static void draw_digit(Canvas* canvas, uint8_t row, uint8_t column, uint8_t value) {
+    if(value == 0) return;
+
+    uint8_t left = FRAME_LEFT + 1 + (column * (CELL_INNER_SIZE + 1));
+    uint8_t top = FRAME_TOP + 1 + (row * (CELL_INNER_SIZE + 1));
+
+    for(uint8_t r = 0; r < CELL_INNER_SIZE; r++) {
+        for(u_int8_t c = 0; c < CELL_INNER_SIZE; c++) {
+            if(digits[value - 1][r][c] == 1) {
+                canvas_draw_dot(canvas, left + c, top + r);
+            }
+        }
+    }
+}
+
+static void draw_table(Canvas* canvas, const uint8_t table[CELLS_COUNT][CELLS_COUNT]) {
+    for(uint8_t row = 0; row < CELLS_COUNT; row++) {
+        for(uint8_t column = 0; column < CELLS_COUNT; column++) {
+            draw_digit(canvas, row, column, table[row][column]);
+        }
+    }
+}
+
+static void gray_canvas(Canvas* const canvas) {
+    canvas_set_color(canvas, ColorWhite);
+    for(int x = 0; x < 128; x += 2) {
+        for(int y = 0; y < 64; y++) {
+            canvas_draw_dot(canvas, x + (y % 2 == 1 ? 0 : 1), y);
+        }
+    }
+}
+
+static void draw_callback(Canvas* const canvas, void* ctx) {
+    furi_assert(ctx);
+    const GameState* game_state = ctx;
+    furi_mutex_acquire(game_state->mutex, FuriWaitForever);
+
+    canvas_clear(canvas);
+
+    draw_frame(canvas);
+    draw_table(canvas, game_state->table);
+
+    canvas_set_font(canvas, FontPrimary);
+    canvas_draw_str_aligned(canvas, 128, FRAME_TOP, AlignRight, AlignTop, "Score");
+    canvas_draw_str_aligned(canvas, 128, FRAME_TOP + 20, AlignRight, AlignTop, "Moves");
+    canvas_draw_str_aligned(canvas, 128, FRAME_TOP + 40, AlignRight, AlignTop, "Top Score");
+
+    int bufSize = 12;
+    char buf[bufSize];
+    snprintf(buf, sizeof(buf), "%lu", game_state->score);
+    canvas_set_font(canvas, FontSecondary);
+    canvas_draw_str_aligned(canvas, 128, FRAME_TOP + 10, AlignRight, AlignTop, buf);
+
+    memset(buf, 0, bufSize);
+    snprintf(buf, sizeof(buf), "%lu", game_state->moves);
+    canvas_set_font(canvas, FontSecondary);
+    canvas_draw_str_aligned(canvas, 128, FRAME_TOP + 30, AlignRight, AlignTop, buf);
+
+    memset(buf, 0, bufSize);
+    snprintf(buf, sizeof(buf), "%lu", game_state->top_score);
+    canvas_set_font(canvas, FontSecondary);
+    canvas_draw_str_aligned(canvas, 128, FRAME_TOP + 50, AlignRight, AlignTop, buf);
+
+    if(game_state->state == GameStateMenu) {
+        gray_canvas(canvas);
+
+        canvas_set_color(canvas, ColorWhite);
+        canvas_draw_rbox(canvas, 28, 16, 72, 32, 4);
+        canvas_set_color(canvas, ColorBlack);
+        canvas_draw_rframe(canvas, 28, 16, 72, 32, 4);
+
+        for(int i = 0; i < MENU_ITEMS_COUNT; i++) {
+            if(i == game_state->selected_menu_item) {
+                canvas_set_color(canvas, ColorBlack);
+                canvas_draw_box(canvas, 34, 20 + 12 * i, 60, 12);
+            }
+
+            canvas_set_color(
+                canvas, i == game_state->selected_menu_item ? ColorWhite : ColorBlack);
+            canvas_draw_str_aligned(
+                canvas, 64, 26 + 12 * i, AlignCenter, AlignCenter, popup_menu_strings[i]);
+        }
+
+    } else if(game_state->state == GameStateGameOver) {
+        gray_canvas(canvas);
+
+        bool record_broken = game_state->score > game_state->top_score;
+
+        canvas_set_color(canvas, ColorWhite);
+        canvas_draw_rbox(canvas, 14, 12, 100, 40, 4);
+
+        canvas_set_color(canvas, ColorBlack);
+        canvas_draw_line(canvas, 14, 26, 114, 26);
+        canvas_draw_rframe(canvas, 14, 12, 100, 40, 4);
+
+        canvas_set_font(canvas, FontPrimary);
+        canvas_draw_str_aligned(canvas, 64, 15, AlignCenter, AlignTop, "Game Over");
+
+        canvas_set_font(canvas, FontSecondary);
+        if(record_broken) {
+            canvas_draw_str_aligned(canvas, 64, 29, AlignCenter, AlignTop, "New Top Score!!!");
+        } else {
+            canvas_draw_str_aligned(canvas, 64, 29, AlignCenter, AlignTop, "Your Score");
+        }
+
+        memset(buf, 0, bufSize);
+        snprintf(buf, sizeof(buf), "%lu", game_state->score);
+        canvas_set_font(canvas, FontPrimary);
+        canvas_draw_str_aligned(canvas, 64, 48, AlignCenter, AlignBottom, buf);
+    }
+
+    furi_mutex_release(game_state->mutex);
+}
+
+void calculate_move_to_left(uint8_t arr[], MoveResult* const move_result) {
+    uint8_t index = 0;
+    uint8_t next_index;
+    uint8_t offset;
+    bool was_moved;
+    while(index < CELLS_COUNT - 1) {
+        // find offset from [index] to next non-empty value
+        offset = 1;
+        while(index + offset < CELLS_COUNT && arr[index + offset] == 0) offset++;
+
+        // if all remaining values in this row are empty then go to next row
+        if(index + offset >= CELLS_COUNT) break;
+
+        // if current cell is empty then shift all cells [index+offset .. CELLS_COUNT-1] to [index]
+        if(arr[index] == 0) {
+            was_moved = shift_array_to_left(CELLS_COUNT, arr, index, offset);
+            if(was_moved) move_result->is_table_updated = true;
+        }
+
+        next_index = index + 1;
+        if(arr[next_index] == 0) {
+            // find offset from [next_index] to next non-empty value
+            offset = 1;
+            while(next_index + offset < CELLS_COUNT && arr[next_index + offset] == 0) offset++;
+
+            // if all remaining values in this row are empty then go to next row
+            if(next_index + offset >= CELLS_COUNT) break;
+
+            // if next cell is empty then shift cells [next_index+offset .. CELLS_COUNT-1] to [next_index]
+            was_moved = shift_array_to_left(CELLS_COUNT, arr, next_index, offset);
+            if(was_moved) move_result->is_table_updated = true;
+        }
+
+        if(arr[index] == arr[next_index]) {
+            arr[index]++;
+            shift_array_to_left(CELLS_COUNT, arr, next_index, 1);
+
+            move_result->is_table_updated = true;
+            move_result->points += 2 << (arr[index] - 1);
+        }
+
+        index++;
+    }
+}
+
+void move_left(uint8_t table[CELLS_COUNT][CELLS_COUNT], MoveResult* const move_result) {
+    for(uint8_t row_index = 0; row_index < CELLS_COUNT; row_index++) {
+        calculate_move_to_left(table[row_index], move_result);
+    }
+}
+
+void move_right(uint8_t table[CELLS_COUNT][CELLS_COUNT], MoveResult* const move_result) {
+    for(uint8_t row_index = 0; row_index < CELLS_COUNT; row_index++) {
+        reverse_array(CELLS_COUNT, table[row_index]);
+        calculate_move_to_left(table[row_index], move_result);
+        reverse_array(CELLS_COUNT, table[row_index]);
+    }
+}
+
+void move_up(uint8_t table[CELLS_COUNT][CELLS_COUNT], MoveResult* const move_result) {
+    uint8_t column[CELLS_COUNT];
+    for(uint8_t column_index = 0; column_index < CELLS_COUNT; column_index++) {
+        get_column_from_array(CELLS_COUNT, CELLS_COUNT, table, column_index, column);
+        calculate_move_to_left(column, move_result);
+        set_column_to_array(CELLS_COUNT, CELLS_COUNT, table, column_index, column);
+    }
+}
+
+void move_down(uint8_t table[CELLS_COUNT][CELLS_COUNT], MoveResult* const move_result) {
+    uint8_t column[CELLS_COUNT];
+    for(uint8_t column_index = 0; column_index < CELLS_COUNT; column_index++) {
+        get_column_from_array(CELLS_COUNT, CELLS_COUNT, table, column_index, column);
+        reverse_array(CELLS_COUNT, column);
+        calculate_move_to_left(column, move_result);
+        reverse_array(CELLS_COUNT, column);
+        set_column_to_array(CELLS_COUNT, CELLS_COUNT, table, column_index, column);
+    }
+}
+
+void add_new_digit(GameState* const game_state) {
+    uint8_t empty_cell_indexes[CELLS_COUNT * CELLS_COUNT];
+    uint8_t empty_cells_count = 0;
+    for(u_int8_t i = 0; i < CELLS_COUNT; i++) {
+        for(u_int8_t j = 0; j < CELLS_COUNT; j++) {
+            if(game_state->table[i][j] == 0) {
+                empty_cell_indexes[empty_cells_count++] = i * CELLS_COUNT + j;
+            }
+        }
+    }
+    if(empty_cells_count == 0) return;
+
+    int random_empty_cell_index = empty_cell_indexes[random() % empty_cells_count];
+    u_int8_t row = random_empty_cell_index / CELLS_COUNT;
+    u_int8_t col = random_empty_cell_index % CELLS_COUNT;
+
+    int random_value_percent = random() % 100;
+    game_state->table[row][col] = random_value_percent < 90 ? 1 : 2; // 90% for 2, 25% for 4
+}
+
+void init_game(GameState* const game_state, bool clear_top_score) {
+    memset(game_state->table, 0, CELLS_COUNT * CELLS_COUNT * sizeof(uint8_t));
+    add_new_digit(game_state);
+    add_new_digit(game_state);
+
+    game_state->score = 0;
+    game_state->moves = 0;
+    game_state->state = GameStateInProgress;
+    game_state->selected_menu_item = 0;
+    if(clear_top_score) {
+        game_state->top_score = 0;
+    }
+}
+
+bool load_game(GameState* game_state) {
+    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, game_state, sizeof(GameState));
+    }
+    storage_file_close(file);
+    storage_file_free(file);
+
+    furi_record_close(RECORD_STORAGE);
+
+    return bytes_readed == sizeof(GameState);
+}
+
+void save_game(GameState* game_state) {
+    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, game_state, sizeof(GameState));
+    }
+    storage_file_close(file);
+    storage_file_free(file);
+
+    furi_record_close(RECORD_STORAGE);
+}
+
+bool is_game_over(GameState* const game_state) {
+    FURI_LOG_I("is_game_over", "====check====");
+
+    // check if table contains at least one empty cell
+    for(uint8_t i = 0; i < CELLS_COUNT; i++) {
+        for(u_int8_t j = 0; j < CELLS_COUNT; j++) {
+            if(game_state->table[i][j] == 0) {
+                FURI_LOG_I("is_game_over", "has empty cells");
+                return false;
+            }
+        }
+    }
+    FURI_LOG_I("is_game_over", "no empty cells");
+
+    uint8_t tmp_table[CELLS_COUNT][CELLS_COUNT];
+    MoveResult* tmp_move_result = malloc(sizeof(MoveResult));
+
+    // check if we can move to any direction
+    memcpy(tmp_table, game_state->table, CELLS_COUNT * CELLS_COUNT * sizeof(uint8_t));
+    move_left(tmp_table, tmp_move_result);
+    if(tmp_move_result->is_table_updated) return false;
+    FURI_LOG_I("is_game_over", "can't move left");
+
+    memcpy(tmp_table, game_state->table, CELLS_COUNT * CELLS_COUNT * sizeof(uint8_t));
+    move_right(tmp_table, tmp_move_result);
+    if(tmp_move_result->is_table_updated) return false;
+    FURI_LOG_I("is_game_over", "can't move right");
+
+    memcpy(tmp_table, game_state->table, CELLS_COUNT * CELLS_COUNT * sizeof(uint8_t));
+    move_up(tmp_table, tmp_move_result);
+    if(tmp_move_result->is_table_updated) return false;
+    FURI_LOG_I("is_game_over", "can't move up");
+
+    memcpy(tmp_table, game_state->table, CELLS_COUNT * CELLS_COUNT * sizeof(uint8_t));
+    move_down(tmp_table, tmp_move_result);
+    if(tmp_move_result->is_table_updated) return false;
+    FURI_LOG_I("is_game_over", "can't move down");
+
+    return true;
+}
+
+int32_t game_2048_app() {
+    GameState* game_state = malloc(sizeof(GameState));
+    if(!load_game(game_state)) {
+        init_game(game_state, true);
+    }
+
+    MoveResult* move_result = malloc(sizeof(MoveResult));
+
+    game_state->mutex = furi_mutex_alloc(FuriMutexTypeNormal);
+    if(!game_state->mutex) {
+        FURI_LOG_E("2048Game", "cannot create mutex\r\n");
+        free(game_state);
+        return 255;
+    }
+
+    InputEvent input;
+    FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(InputEvent));
+
+    ViewPort* view_port = view_port_alloc();
+    view_port_draw_callback_set(view_port, draw_callback, game_state);
+    view_port_input_callback_set(view_port, input_callback, event_queue);
+
+    Gui* gui = furi_record_open(RECORD_GUI);
+    gui_add_view_port(gui, view_port, GuiLayerFullscreen);
+
+    // Call dolphin deed on game start
+    DOLPHIN_DEED(DolphinDeedPluginGameStart);
+
+    bool is_finished = false;
+    while(!is_finished) {
+        FuriStatus event_status = furi_message_queue_get(event_queue, &input, FuriWaitForever);
+        if(event_status == FuriStatusOk) {
+            // handle only press event, ignore repeat/release events
+            if(input.type != InputTypePress) continue;
+
+            furi_mutex_acquire(game_state->mutex, FuriWaitForever);
+
+            switch(game_state->state) {
+            case GameStateMenu:
+
+                switch(input.key) {
+                case InputKeyUp:
+                    game_state->selected_menu_item--;
+                    if(game_state->selected_menu_item < 0) {
+                        game_state->selected_menu_item = MENU_ITEMS_COUNT - 1;
+                    }
+                    break;
+                case InputKeyDown:
+                    game_state->selected_menu_item++;
+                    if(game_state->selected_menu_item >= MENU_ITEMS_COUNT) {
+                        game_state->selected_menu_item = 0;
+                    }
+                    break;
+                case InputKeyOk:
+                    if(game_state->selected_menu_item == 1) {
+                        // new game
+                        init_game(game_state, false);
+                        save_game(game_state);
+                    }
+                    game_state->state = GameStateInProgress;
+                    break;
+                case InputKeyBack:
+                    game_state->state = GameStateInProgress;
+                    break;
+                default:
+                    break;
+                }
+
+                break;
+            case GameStateInProgress:
+                move_result->is_table_updated = false;
+                move_result->points = 0;
+
+                switch(input.key) {
+                case InputKeyLeft:
+                    move_left(game_state->table, move_result);
+                    break;
+                case InputKeyRight:
+                    move_right(game_state->table, move_result);
+                    break;
+                case InputKeyUp:
+                    move_up(game_state->table, move_result);
+                    break;
+                case InputKeyDown:
+                    move_down(game_state->table, move_result);
+                    break;
+                case InputKeyOk:
+                    game_state->state = GameStateMenu;
+                    game_state->selected_menu_item = 0;
+                    break;
+                case InputKeyBack:
+                    save_game(game_state);
+                    is_finished = true;
+                    break;
+                case InputKeyMAX:
+                    break;
+                }
+                game_state->score += move_result->points;
+
+                if(move_result->is_table_updated) {
+                    game_state->moves++;
+                    add_new_digit(game_state);
+                }
+
+                if(is_game_over(game_state)) {
+                    game_state->state = GameStateGameOver;
+                    if(game_state->score >= game_state->top_score) {
+                        game_state->top_score = game_state->score;
+                    }
+                }
+
+                break;
+            case GameStateGameOver:
+                if(input.key == InputKeyOk || input.key == InputKeyBack) {
+                    init_game(game_state, false);
+                    save_game(game_state);
+                }
+            }
+
+            view_port_update(view_port);
+            furi_mutex_release(game_state->mutex);
+        }
+    }
+
+    gui_remove_view_port(gui, view_port);
+    furi_record_close(RECORD_GUI);
+
+    view_port_free(view_port);
+
+    furi_message_queue_free(event_queue);
+
+    furi_mutex_free(game_state->mutex);
+
+    free(game_state);
+    free(move_result);
+
+    return 0;
+}

BIN
2048/game_2048.png


BIN
2048/images/screenshot1.png


BIN
2048/images/screenshot2.png