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@@ -0,0 +1,419 @@
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+#include <furi.h>
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+#include <gui/gui.h>
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+#include <input/input.h>
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+#include <stdlib.h>
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+
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+typedef struct {
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+ // +-----x
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+ // |
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+ // |
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+ // y
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+ uint8_t x;
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+ uint8_t y;
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+} Point;
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+
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+typedef enum {
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+ GameStateLife,
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+
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+ // https://melmagazine.com/en-us/story/snake-nokia-6110-oral-history-taneli-armanto
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+ // Armanto: While testing the early versions of the game, I noticed it was hard
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+ // to control the snake upon getting close to and edge but not crashing — especially
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+ // in the highest speed levels. I wanted the highest level to be as fast as I could
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+ // possibly make the device "run," but on the other hand, I wanted to be friendly
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+ // and help the player manage that level. Otherwise it might not be fun to play. So
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+ // I implemented a little delay. A few milliseconds of extra time right before
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+ // the player crashes, during which she can still change the directions. And if
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+ // she does, the game continues.
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+ GameStateLastChance,
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+
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+ GameStateGameOver,
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+} GameState;
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+
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+typedef enum {
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+ DirectionUp,
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+ DirectionRight,
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+ DirectionDown,
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+ DirectionLeft,
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+} Direction;
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+
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+#define MAX_SNAKE_LEN 253
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+
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+typedef struct {
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+ Point points[MAX_SNAKE_LEN];
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+ uint16_t len;
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+ Direction currentMovement;
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+ Direction nextMovement; // if backward of currentMovement, ignore
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+ Point fruit;
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+ GameState state;
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+} SnakeState;
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+
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+typedef enum {
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+ EventTypeTick,
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+ EventTypeKey,
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+} EventType;
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+
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+typedef struct {
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+ EventType type;
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+ InputEvent input;
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+} SnakeEvent;
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+
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+static void snake_game_render_callback(Canvas* const canvas, void* ctx) {
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+ const SnakeState* snake_state = acquire_mutex((ValueMutex*)ctx, 25);
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+ if(snake_state == NULL) {
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+ return;
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+ }
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+
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+ // Before the function is called, the state is set with the canvas_reset(canvas)
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+
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+ // Frame
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+ canvas_draw_frame(canvas, 0, 0, 128, 64);
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+
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+ // Fruit
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+ Point f = snake_state->fruit;
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+ f.x = f.x * 4 + 1;
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+ f.y = f.y * 4 + 1;
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+ canvas_draw_rframe(canvas, f.x, f.y, 6, 6, 2);
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+
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+ // Snake
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+ for(uint16_t i = 0; i < snake_state->len; i++) {
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+ Point p = snake_state->points[i];
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+ p.x = p.x * 4 + 2;
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+ p.y = p.y * 4 + 2;
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+ canvas_draw_box(canvas, p.x, p.y, 4, 4);
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+ }
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+
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+ // Game Over banner
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+ if(snake_state->state == GameStateGameOver) {
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+ // Screen is 128x64 px
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+ canvas_set_color(canvas, ColorWhite);
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+ canvas_draw_box(canvas, 34, 20, 62, 24);
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+
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+ canvas_set_color(canvas, ColorBlack);
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+ canvas_draw_frame(canvas, 34, 20, 62, 24);
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+
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+ canvas_set_font(canvas, FontPrimary);
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+ canvas_draw_str(canvas, 37, 31, "Game Over");
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+
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+ canvas_set_font(canvas, FontSecondary);
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+ char buffer[12];
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+ snprintf(buffer, sizeof(buffer), "Score: %u", snake_state->len - 7);
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+ canvas_draw_str_aligned(canvas, 64, 41, AlignCenter, AlignBottom, buffer);
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+ }
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+
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+ release_mutex((ValueMutex*)ctx, snake_state);
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+}
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+
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+static void snake_game_input_callback(InputEvent* input_event, osMessageQueueId_t event_queue) {
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+ furi_assert(event_queue);
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+
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+ SnakeEvent event = {.type = EventTypeKey, .input = *input_event};
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+ osMessageQueuePut(event_queue, &event, 0, osWaitForever);
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+}
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+
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+static void snake_game_update_timer_callback(osMessageQueueId_t event_queue) {
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+ furi_assert(event_queue);
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+
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+ SnakeEvent event = {.type = EventTypeTick};
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+ osMessageQueuePut(event_queue, &event, 0, 0);
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+}
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+
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+static void snake_game_init_game(SnakeState* const snake_state) {
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+ Point p[] = {{8, 6}, {7, 6}, {6, 6}, {5, 6}, {4, 6}, {3, 6}, {2, 6}};
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+ memcpy(snake_state->points, p, sizeof(p));
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+
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+ snake_state->len = 7;
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+
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+ snake_state->currentMovement = DirectionRight;
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+
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+ snake_state->nextMovement = DirectionRight;
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+
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+ Point f = {18, 6};
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+ snake_state->fruit = f;
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+
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+ snake_state->state = GameStateLife;
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+}
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+
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+static Point snake_game_get_new_fruit(SnakeState const* const snake_state) {
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+ // 1 bit for each point on the playing field where the snake can turn
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+ // and where the fruit can appear
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+ uint16_t buffer[8];
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+ memset(buffer, 0, sizeof(buffer));
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+ uint8_t empty = 8 * 16;
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+
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+ for(uint16_t i = 0; i < snake_state->len; i++) {
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+ Point p = snake_state->points[i];
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+
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+ if(p.x % 2 != 0 || p.y % 2 != 0) {
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+ continue;
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+ }
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+ p.x /= 2;
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+ p.y /= 2;
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+
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+ buffer[p.y] |= 1 << p.x;
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+ empty--;
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+ }
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+ // Bit set if snake use that playing field
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+
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+ uint16_t newFruit = rand() % empty;
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+
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+ // Skip random number of _empty_ fields
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+ for(uint8_t y = 0; y < 8; y++) {
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+ for(uint16_t x = 0, mask = 1; x < 16; x += 1, mask <<= 1) {
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+ if((buffer[y] & mask) == 0) {
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+ if(newFruit == 0) {
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+ Point p = {
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+ .x = x * 2,
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+ .y = y * 2,
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+ };
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+ return p;
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+ }
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+ newFruit--;
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+ }
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+ }
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+ }
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+ // We will never be here
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+ Point p = {0, 0};
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+ return p;
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+}
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+
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+static bool snake_game_collision_with_frame(Point const next_step) {
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+ // if x == 0 && currentMovement == left then x - 1 == 255 ,
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+ // so check only x > right border
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+ return next_step.x > 30 || next_step.y > 14;
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+}
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+
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+static bool
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+ snake_game_collision_with_tail(SnakeState const* const snake_state, Point const next_step) {
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+ for(uint16_t i = 0; i < snake_state->len; i++) {
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+ Point p = snake_state->points[i];
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+ if(p.x == next_step.x && p.y == next_step.y) {
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+ return true;
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+ }
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+ }
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+
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+ return false;
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+}
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+
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+static Direction snake_game_get_turn_snake(SnakeState const* const snake_state) {
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+ switch(snake_state->currentMovement) {
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+ case DirectionUp:
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+ switch(snake_state->nextMovement) {
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+ case DirectionRight:
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+ return DirectionRight;
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+ case DirectionLeft:
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+ return DirectionLeft;
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+ default:
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+ return snake_state->currentMovement;
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+ }
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+ case DirectionRight:
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+ switch(snake_state->nextMovement) {
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+ case DirectionUp:
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+ return DirectionUp;
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+ case DirectionDown:
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+ return DirectionDown;
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+ default:
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+ return snake_state->currentMovement;
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+ }
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+ case DirectionDown:
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+ switch(snake_state->nextMovement) {
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+ case DirectionRight:
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+ return DirectionRight;
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+ case DirectionLeft:
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+ return DirectionLeft;
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+ default:
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+ return snake_state->currentMovement;
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+ }
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+ default: // case DirectionLeft:
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+ switch(snake_state->nextMovement) {
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+ case DirectionUp:
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+ return DirectionUp;
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+ case DirectionDown:
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+ return DirectionDown;
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+ default:
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+ return snake_state->currentMovement;
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+ }
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+ }
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+}
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+
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+static Point snake_game_get_next_step(SnakeState const* const snake_state) {
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+ Point next_step = snake_state->points[0];
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+ switch(snake_state->currentMovement) {
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+ // +-----x
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+ // |
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+ // |
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+ // y
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+ case DirectionUp:
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+ next_step.y--;
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+ break;
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+ case DirectionRight:
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+ next_step.x++;
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+ break;
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+ case DirectionDown:
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+ next_step.y++;
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+ break;
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+ case DirectionLeft:
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+ next_step.x--;
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+ break;
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+ }
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+ return next_step;
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+}
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+
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+static void snake_game_move_snake(SnakeState* const snake_state, Point const next_step) {
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+ memmove(snake_state->points + 1, snake_state->points, snake_state->len * sizeof(Point));
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+ snake_state->points[0] = next_step;
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+}
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+
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+static void snake_game_process_game_step(SnakeState* const snake_state) {
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+ if(snake_state->state == GameStateGameOver) {
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+ return;
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+ }
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+
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+ bool can_turn = (snake_state->points[0].x % 2 == 0) && (snake_state->points[0].y % 2 == 0);
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+ if(can_turn) {
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+ snake_state->currentMovement = snake_game_get_turn_snake(snake_state);
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+ }
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+
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+ Point next_step = snake_game_get_next_step(snake_state);
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+
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+ bool crush = snake_game_collision_with_frame(next_step);
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+ if(crush) {
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+ if(snake_state->state == GameStateLife) {
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+ snake_state->state = GameStateLastChance;
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+ return;
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+ } else if(snake_state->state == GameStateLastChance) {
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+ snake_state->state = GameStateGameOver;
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+ return;
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+ }
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+ } else {
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+ if(snake_state->state == GameStateLastChance) {
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+ snake_state->state = GameStateLife;
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+ }
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+ }
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+
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+ crush = snake_game_collision_with_tail(snake_state, next_step);
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+ if(crush) {
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+ snake_state->state = GameStateGameOver;
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+ return;
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+ }
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+
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+ bool eatFruit = (next_step.x == snake_state->fruit.x) && (next_step.y == snake_state->fruit.y);
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+ if(eatFruit) {
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+ snake_state->len++;
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+ if(snake_state->len >= MAX_SNAKE_LEN) {
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+ snake_state->state = GameStateGameOver;
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+ return;
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+ }
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+ }
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+
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+ snake_game_move_snake(snake_state, next_step);
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+
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+ if(eatFruit) {
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+ snake_state->fruit = snake_game_get_new_fruit(snake_state);
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+ }
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+}
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+
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+int32_t snake_game_app(void* p) {
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+ srand(DWT->CYCCNT);
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+
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+ osMessageQueueId_t event_queue = osMessageQueueNew(8, sizeof(SnakeEvent), NULL);
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+
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+ SnakeState* snake_state = furi_alloc(sizeof(SnakeState));
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+ snake_game_init_game(snake_state);
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+
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+ ValueMutex state_mutex;
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+ if(!init_mutex(&state_mutex, snake_state, sizeof(SnakeState))) {
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+ furi_log_print(FURI_LOG_ERROR, "cannot create mutex\r\n");
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+ free(snake_state);
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+ return 255;
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+ }
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+
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+ ViewPort* view_port = view_port_alloc();
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+ view_port_draw_callback_set(view_port, snake_game_render_callback, &state_mutex);
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+ view_port_input_callback_set(view_port, snake_game_input_callback, event_queue);
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+
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+ osTimerId_t timer =
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+ osTimerNew(snake_game_update_timer_callback, osTimerPeriodic, event_queue, NULL);
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+ osTimerStart(timer, osKernelGetTickFreq() / 4);
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+
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+ // Open GUI and register view_port
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+ Gui* gui = furi_record_open("gui");
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+ gui_add_view_port(gui, view_port, GuiLayerFullscreen);
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+
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+ SnakeEvent event;
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+ for(bool processing = true; processing;) {
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+ osStatus_t event_status = osMessageQueueGet(event_queue, &event, NULL, 100);
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+
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+ SnakeState* snake_state = (SnakeState*)acquire_mutex_block(&state_mutex);
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+
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+ if(event_status == osOK) {
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+ // press events
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+ if(event.type == EventTypeKey) {
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+ if(event.input.type == InputTypePress) {
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+ switch(event.input.key) {
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+ case InputKeyUp:
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+ snake_state->nextMovement = DirectionUp;
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+ break;
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+ case InputKeyDown:
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+ snake_state->nextMovement = DirectionDown;
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+ break;
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+ case InputKeyRight:
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+ snake_state->nextMovement = DirectionRight;
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+ break;
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+ case InputKeyLeft:
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+ snake_state->nextMovement = DirectionLeft;
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+ break;
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+ case InputKeyOk:
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+ if(snake_state->state == GameStateGameOver) {
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+ snake_game_init_game(snake_state);
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+ }
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+ break;
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+ case InputKeyBack:
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+ processing = false;
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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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+ snake_game_process_game_step(snake_state);
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+ }
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+ } else {
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+ // event timeout
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+ }
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+
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+ view_port_update(view_port);
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+ release_mutex(&state_mutex, snake_state);
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+ }
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+
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+ osTimerDelete(timer);
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+ view_port_enabled_set(view_port, false);
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+ gui_remove_view_port(gui, view_port);
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+ furi_record_close("gui");
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+ view_port_free(view_port);
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+ osMessageQueueDelete(event_queue);
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+ delete_mutex(&state_mutex);
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+ free(snake_state);
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+
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+ return 0;
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+}
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+
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+// Screen is 128x64 px
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+// (4 + 4) * 16 - 4 + 2 + 2border == 128
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+// (4 + 4) * 8 - 4 + 2 + 2border == 64
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+// Game field from point{x: 0, y: 0} to point{x: 30, y: 14}.
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+// The snake turns only in even cells - intersections.
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+// ┌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌┐
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+// ╎ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ╎
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