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@@ -23,42 +23,42 @@
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/* ============================ Data structures ============================= */
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typedef struct Ship {
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- float x, /* Ship x position. */
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- y, /* Ship y position. */
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- vx, /* x velocity. */
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- vy, /* y velocity. */
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- rot; /* Current rotation. 2*PI full ortation. */
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+ float x, /* Ship x position. */
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+ y, /* Ship y position. */
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+ vx, /* x velocity. */
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+ vy, /* y velocity. */
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+ rot; /* Current rotation. 2*PI full ortation. */
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} Ship;
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typedef struct Bullet {
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- float x, y, vx, vy; /* Fields like in ship. */
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- uint32_t ttl; /* Time to live, in ticks. */
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+ float x, y, vx, vy; /* Fields like in ship. */
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+ uint32_t ttl; /* Time to live, in ticks. */
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} Bullet;
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typedef struct Asteroid {
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- float x, y, vx, vy, rot, /* Fields like ship. */
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- rot_speed, /* Angular velocity (rot speed and sense). */
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- size; /* Asteroid size. */
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- uint8_t shape_seed; /* Seed to give random shape. */
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+ float x, y, vx, vy, rot, /* Fields like ship. */
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+ rot_speed, /* Angular velocity (rot speed and sense). */
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+ size; /* Asteroid size. */
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+ uint8_t shape_seed; /* Seed to give random shape. */
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} Asteroid;
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-#define MAXBUL 10 /* Max bullets on the screen. */
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-#define MAXAST 32 /* Max asteroids on the screen. */
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+#define MAXBUL 10 /* Max bullets on the screen. */
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+#define MAXAST 32 /* Max asteroids on the screen. */
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#define SHIP_HIT_ANIMATION_LEN 15
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typedef struct AsteroidsApp {
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/* GUI */
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- Gui *gui;
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- ViewPort *view_port; /* We just use a raw viewport and we render
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+ Gui* gui;
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+ ViewPort* view_port; /* We just use a raw viewport and we render
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everything into the low level canvas. */
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- FuriMessageQueue *event_queue; /* Keypress events go here. */
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+ FuriMessageQueue* event_queue; /* Keypress events go here. */
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/* Game state. */
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- int running; /* Once false exists the app. */
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- bool gameover; /* Gameover status. */
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- uint32_t ticks; /* Game ticks. Increments at each refresh. */
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- uint32_t score; /* Game score. */
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- uint32_t lives; /* Number of lives in the current game. */
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- uint32_t ship_hit; /* When non zero, the ship was hit by an asteroid
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+ int running; /* Once false exists the app. */
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+ bool gameover; /* Gameover status. */
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+ uint32_t ticks; /* Game ticks. Increments at each refresh. */
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+ uint32_t score; /* Game score. */
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+ uint32_t lives; /* Number of lives in the current game. */
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+ uint32_t ship_hit; /* When non zero, the ship was hit by an asteroid
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and we need to show an animation as long as
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its value is non-zero (and decrease it's value
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at each tick of animation). */
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@@ -67,26 +67,26 @@ typedef struct AsteroidsApp {
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struct Ship ship;
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/* Bullets state. */
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- struct Bullet bullets[MAXBUL]; /* Each bullet state. */
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- int bullets_num; /* Active bullets. */
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- uint32_t last_bullet_tick; /* Tick the last bullet was fired. */
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+ struct Bullet bullets[MAXBUL]; /* Each bullet state. */
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+ int bullets_num; /* Active bullets. */
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+ uint32_t last_bullet_tick; /* Tick the last bullet was fired. */
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/* Asteroids state. */
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- Asteroid asteroids[MAXAST]; /* Each asteroid state. */
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- int asteroids_num; /* Active asteroids. */
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+ Asteroid asteroids[MAXAST]; /* Each asteroid state. */
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+ int asteroids_num; /* Active asteroids. */
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uint32_t pressed[InputKeyMAX]; /* pressed[id] is true if pressed.
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Each array item contains the time
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in milliseconds the key was pressed. */
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- bool fire; /* Short press detected: fire a bullet. */
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+ bool fire; /* Short press detected: fire a bullet. */
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} AsteroidsApp;
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/* ============================== Prototyeps ================================ */
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// Only functions called before their definition are here.
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-void restart_game_after_gameover(AsteroidsApp *app);
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-uint32_t key_pressed_time(AsteroidsApp *app, InputKey key);
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+void restart_game_after_gameover(AsteroidsApp* app);
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+uint32_t key_pressed_time(AsteroidsApp* app, InputKey key);
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/* ============================ 2D drawing ================================== */
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@@ -101,23 +101,19 @@ typedef struct Poly {
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} Poly;
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/* Define the polygons we use. */
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-Poly ShipPoly = {
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- {-3, 0, 3},
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- {-3, 6, -3},
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- 3
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-};
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+Poly ShipPoly = {{-3, 0, 3}, {-3, 6, -3}, 3};
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/* Rotate the point of the poligon 'poly' and store the new rotated
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* polygon in 'rot'. The polygon is rotated by an angle 'a', with
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* center at 0,0. */
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-void rotate_poly(Poly *rot, Poly *poly, float a) {
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+void rotate_poly(Poly* rot, Poly* poly, float a) {
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/* We want to compute sin(a) and cos(a) only one time
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* for every point to rotate. It's a slow operation. */
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float sin_a = (float)sin(a);
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float cos_a = (float)cos(a);
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- for (uint32_t j = 0; j < poly->points; j++) {
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- rot->x[j] = poly->x[j]*cos_a - poly->y[j]*sin_a;
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- rot->y[j] = poly->y[j]*cos_a + poly->x[j]*sin_a;
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+ for(uint32_t j = 0; j < poly->points; j++) {
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+ rot->x[j] = poly->x[j] * cos_a - poly->y[j] * sin_a;
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+ rot->y[j] = poly->y[j] * cos_a + poly->x[j] * sin_a;
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}
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rot->points = poly->points;
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}
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@@ -125,36 +121,34 @@ void rotate_poly(Poly *rot, Poly *poly, float a) {
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/* This is an 8 bit LFSR we use to generate a predictable and fast
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* pseudorandom sequence of numbers, to give a different shape to
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* each asteroid. */
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-void lfsr_next(unsigned char *prev) {
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+void lfsr_next(unsigned char* prev) {
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unsigned char lsb = *prev & 1;
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*prev = *prev >> 1;
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- if (lsb == 1) *prev ^= 0b11000111;
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- *prev ^= *prev<<7; /* Mix things a bit more. */
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+ if(lsb == 1) *prev ^= 0b11000111;
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+ *prev ^= *prev << 7; /* Mix things a bit more. */
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}
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/* Render the polygon 'poly' at x,y, rotated by the specified angle. */
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-void draw_poly(Canvas *const canvas, Poly *poly, uint8_t x, uint8_t y, float a)
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-{
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+void draw_poly(Canvas* const canvas, Poly* poly, uint8_t x, uint8_t y, float a) {
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Poly rot;
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- rotate_poly(&rot,poly,a);
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+ rotate_poly(&rot, poly, a);
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canvas_set_color(canvas, ColorBlack);
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- for (uint32_t j = 0; j < rot.points; j++) {
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+ for(uint32_t j = 0; j < rot.points; j++) {
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uint32_t a = j;
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- uint32_t b = j+1;
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- if (b == rot.points) b = 0;
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- canvas_draw_line(canvas,x+rot.x[a],y+rot.y[a],
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- x+rot.x[b],y+rot.y[b]);
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+ uint32_t b = j + 1;
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+ if(b == rot.points) b = 0;
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+ canvas_draw_line(canvas, x + rot.x[a], y + rot.y[a], x + rot.x[b], y + rot.y[b]);
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}
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}
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/* A bullet is just a + pixels pattern. A single pixel is not
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* visible enough. */
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-void draw_bullet(Canvas *const canvas, Bullet *b) {
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- canvas_draw_dot(canvas,b->x-1,b->y);
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- canvas_draw_dot(canvas,b->x+1,b->y);
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- canvas_draw_dot(canvas,b->x,b->y);
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- canvas_draw_dot(canvas,b->x,b->y-1);
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- canvas_draw_dot(canvas,b->x,b->y+1);
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+void draw_bullet(Canvas* const canvas, Bullet* b) {
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+ canvas_draw_dot(canvas, b->x - 1, b->y);
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+ canvas_draw_dot(canvas, b->x + 1, b->y);
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+ canvas_draw_dot(canvas, b->x, b->y);
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+ canvas_draw_dot(canvas, b->x, b->y - 1);
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+ canvas_draw_dot(canvas, b->x, b->y + 1);
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}
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/* Draw an asteroid. The asteroid shapes is computed on the fly and
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@@ -162,15 +156,15 @@ void draw_bullet(Canvas *const canvas, Bullet *b) {
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* the shape, we use an initial fixed shape that we resize according
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* to the asteroid size, perturbate according to the asteroid shape
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* seed, and finally draw it rotated of the right amount. */
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-void draw_asteroid(Canvas *const canvas, Asteroid *ast) {
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+void draw_asteroid(Canvas* const canvas, Asteroid* ast) {
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Poly ap;
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/* Start with what is kinda of a circle. Note that this could be
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* stored into a template and copied here, to avoid computing
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* sin() / cos(). But the Flipper can handle it without problems. */
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uint8_t r = ast->shape_seed;
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- for (int j = 0; j < 8; j++) {
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- float a = (PI*2)/8*j;
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+ for(int j = 0; j < 8; j++) {
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+ float a = (PI * 2) / 8 * j;
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/* Before generating the point, to make the shape unique generate
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* a random factor between .7 and 1.3 to scale the distance from
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@@ -178,73 +172,71 @@ void draw_asteroid(Canvas *const canvas, Asteroid *ast) {
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* that remains always the same, so we use a predictable PRNG
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* implemented by an 8 bit shift register. */
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lfsr_next(&r);
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- float scaling = .7+((float)r/255*.6);
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+ float scaling = .7 + ((float)r / 255 * .6);
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ap.x[j] = (float)sin(a) * ast->size * scaling;
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ap.y[j] = (float)cos(a) * ast->size * scaling;
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}
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ap.points = 8;
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- draw_poly(canvas,&ap,ast->x,ast->y,ast->rot);
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+ draw_poly(canvas, &ap, ast->x, ast->y, ast->rot);
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}
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/* Draw small ships in the top-right part of the screen, one for
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* each left live. */
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-void draw_left_lives(Canvas *const canvas, AsteroidsApp *app) {
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+void draw_left_lives(Canvas* const canvas, AsteroidsApp* app) {
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int lives = app->lives;
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- int x = SCREEN_XRES-5;
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+ int x = SCREEN_XRES - 5;
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- Poly mini_ship = {
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- {-2, 0, 2},
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- {-2, 4, -2},
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- 3
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- };
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+ Poly mini_ship = {{-2, 0, 2}, {-2, 4, -2}, 3};
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while(lives--) {
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- draw_poly(canvas,&mini_ship,x,6,PI);
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+ draw_poly(canvas, &mini_ship, x, 6, PI);
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x -= 6;
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}
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}
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/* Given the current position, update it according to the velocity and
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* wrap it back to the other side if the object went over the screen. */
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-void update_pos_by_velocity(float *x, float *y, float vx, float vy) {
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+void update_pos_by_velocity(float* x, float* y, float vx, float vy) {
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/* Return back from one side to the other of the screen. */
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*x += vx;
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*y += vy;
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- if (*x >= SCREEN_XRES) *x = 0;
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- else if (*x < 0) *x = SCREEN_XRES-1;
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- if (*y >= SCREEN_YRES) *y = 0;
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- else if (*y < 0) *y = SCREEN_YRES-1;
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+ if(*x >= SCREEN_XRES)
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+ *x = 0;
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+ else if(*x < 0)
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+ *x = SCREEN_XRES - 1;
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+ if(*y >= SCREEN_YRES)
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+ *y = 0;
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+ else if(*y < 0)
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+ *y = SCREEN_YRES - 1;
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}
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/* Render the current game screen. */
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-void render_callback(Canvas *const canvas, void *ctx) {
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- AsteroidsApp *app = ctx;
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+void render_callback(Canvas* const canvas, void* ctx) {
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+ AsteroidsApp* app = ctx;
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/* Clear screen. */
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canvas_set_color(canvas, ColorWhite);
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- canvas_draw_box(canvas, 0, 0, SCREEN_XRES-1, SCREEN_YRES-1);
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+ canvas_draw_box(canvas, 0, 0, SCREEN_XRES - 1, SCREEN_YRES - 1);
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/* Draw score. */
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canvas_set_color(canvas, ColorBlack);
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canvas_set_font(canvas, FontSecondary);
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char score[32];
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- snprintf(score,sizeof(score),"%lu",app->score);
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+ snprintf(score, sizeof(score), "%lu", app->score);
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canvas_draw_str(canvas, 0, 8, score);
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/* Draw left ships. */
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- draw_left_lives(canvas,app);
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+ draw_left_lives(canvas, app);
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/* Draw ship, asteroids, bullets. */
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- draw_poly(canvas,&ShipPoly,app->ship.x,app->ship.y,app->ship.rot);
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+ draw_poly(canvas, &ShipPoly, app->ship.x, app->ship.y, app->ship.rot);
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- for (int j = 0; j < app->bullets_num; j++)
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- draw_bullet(canvas,&app->bullets[j]);
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+ for(int j = 0; j < app->bullets_num; j++) draw_bullet(canvas, &app->bullets[j]);
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- for (int j = 0; j < app->asteroids_num; j++)
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- draw_asteroid(canvas,&app->asteroids[j]);
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+ for(int j = 0; j < app->asteroids_num; j++) draw_asteroid(canvas, &app->asteroids[j]);
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/* Game over text. */
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- if (app->gameover) {
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+ if(app->gameover) {
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canvas_set_color(canvas, ColorBlack);
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canvas_set_font(canvas, FontPrimary);
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canvas_draw_str(canvas, 28, 35, "GAME OVER");
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@@ -256,9 +248,9 @@ void render_callback(Canvas *const canvas, void *ctx) {
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/* ============================ Game logic ================================== */
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float distance(float x1, float y1, float x2, float y2) {
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- float dx = x1-x2;
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- float dy = y1-y2;
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- return sqrt(dx*dx+dy*dy);
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+ float dx = x1 - x2;
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+ float dy = y1 - y2;
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+ return sqrt(dx * dx + dy * dy);
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}
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/* Detect a collision between the object at x1,y1 of radius r1 and
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@@ -272,10 +264,7 @@ float distance(float x1, float y1, float x2, float y2) {
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* spheres (this is why this function only takes the radius). This
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* is, after all, kinda accurate for asteroids, for bullets, and
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* even for the ship "core" itself. */
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-bool objects_are_colliding(float x1, float y1, float r1,
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- float x2, float y2, float r2,
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- float factor)
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-{
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+bool objects_are_colliding(float x1, float y1, float r1, float x2, float y2, float r2, float factor) {
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/* The objects are colliding if the distance between object 1 and 2
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* is smaller than the sum of the two radiuses r1 and r2.
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* So it would be like: sqrt((x1-x2)^2+(y1-y2)^2) < r1+r2.
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@@ -284,24 +273,24 @@ bool objects_are_colliding(float x1, float y1, float r1,
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* the comparison like this:
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*
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* (x1-x2)^2+(y1-y2)^2 < (r1+r2)^2. */
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- float dx = (x1-x2)*factor;
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- float dy = (y1-y2)*factor;
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- float rsum = r1+r2;
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- return dx*dx+dy*dy < rsum*rsum;
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+ float dx = (x1 - x2) * factor;
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+ float dy = (y1 - y2) * factor;
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+ float rsum = r1 + r2;
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+ return dx * dx + dy * dy < rsum * rsum;
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}
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/* Create a new bullet headed in the same direction of the ship. */
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-void ship_fire_bullet(AsteroidsApp *app) {
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- if (app->bullets_num == MAXBUL) return;
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- Bullet *b = &app->bullets[app->bullets_num];
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+void ship_fire_bullet(AsteroidsApp* app) {
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+ if(app->bullets_num == MAXBUL) return;
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+ Bullet* b = &app->bullets[app->bullets_num];
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b->x = app->ship.x;
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b->y = app->ship.y;
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b->vx = -sin(app->ship.rot);
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b->vy = cos(app->ship.rot);
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/* Ship should fire from its head, not in the middle. */
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- b->x += b->vx*5;
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- b->y += b->vy*5;
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+ b->x += b->vx * 5;
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+ b->y += b->vy * 5;
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/* Give the bullet some velocity (for now the vector is just
|
|
|
* normalized to 1). */
|
|
|
@@ -319,68 +308,68 @@ void ship_fire_bullet(AsteroidsApp *app) {
|
|
|
}
|
|
|
|
|
|
/* Remove the specified bullet by id (index in the array). */
|
|
|
-void remove_bullet(AsteroidsApp *app, int bid) {
|
|
|
+void remove_bullet(AsteroidsApp* app, int bid) {
|
|
|
/* Replace the top bullet with the empty space left
|
|
|
* by the removal of this bullet. This way we always take the
|
|
|
* array dense, which is an advantage when looping. */
|
|
|
int n = --app->bullets_num;
|
|
|
- if (n && bid != n) app->bullets[bid] = app->bullets[n];
|
|
|
+ if(n && bid != n) app->bullets[bid] = app->bullets[n];
|
|
|
}
|
|
|
|
|
|
/* Create a new asteroid, away from the ship. Return the
|
|
|
* pointer to the asteroid object, so that the caller can change
|
|
|
* certain things of the asteroid if needed. */
|
|
|
-Asteroid *add_asteroid(AsteroidsApp *app) {
|
|
|
- if (app->asteroids_num == MAXAST) return NULL;
|
|
|
- float size = 4+rand()%15;
|
|
|
+Asteroid* add_asteroid(AsteroidsApp* app) {
|
|
|
+ if(app->asteroids_num == MAXAST) return NULL;
|
|
|
+ float size = 4 + rand() % 15;
|
|
|
float min_distance = 20;
|
|
|
- float x,y;
|
|
|
+ float x, y;
|
|
|
do {
|
|
|
x = rand() % SCREEN_XRES;
|
|
|
y = rand() % SCREEN_YRES;
|
|
|
- } while(distance(app->ship.x,app->ship.y,x,y) < min_distance+size);
|
|
|
- Asteroid *a = &app->asteroids[app->asteroids_num++];
|
|
|
+ } while(distance(app->ship.x, app->ship.y, x, y) < min_distance + size);
|
|
|
+ Asteroid* a = &app->asteroids[app->asteroids_num++];
|
|
|
a->x = x;
|
|
|
a->y = y;
|
|
|
- a->vx = 2*(-.5 + ((float)rand()/RAND_MAX));
|
|
|
- a->vy = 2*(-.5 + ((float)rand()/RAND_MAX));
|
|
|
+ a->vx = 2 * (-.5 + ((float)rand() / RAND_MAX));
|
|
|
+ a->vy = 2 * (-.5 + ((float)rand() / RAND_MAX));
|
|
|
a->size = size;
|
|
|
a->rot = 0;
|
|
|
- a->rot_speed = ((float)rand()/RAND_MAX)/10;
|
|
|
- if (app->ticks & 1) a->rot_speed = -(a->rot_speed);
|
|
|
+ a->rot_speed = ((float)rand() / RAND_MAX) / 10;
|
|
|
+ if(app->ticks & 1) a->rot_speed = -(a->rot_speed);
|
|
|
a->shape_seed = rand() & 255;
|
|
|
return a;
|
|
|
}
|
|
|
|
|
|
/* Remove the specified asteroid by id (index in the array). */
|
|
|
-void remove_asteroid(AsteroidsApp *app, int id) {
|
|
|
+void remove_asteroid(AsteroidsApp* app, int id) {
|
|
|
/* Replace the top asteroid with the empty space left
|
|
|
* by the removal of this one. This way we always take the
|
|
|
* array dense, which is an advantage when looping. */
|
|
|
int n = --app->asteroids_num;
|
|
|
- if (n && id != n) app->asteroids[id] = app->asteroids[n];
|
|
|
+ if(n && id != n) app->asteroids[id] = app->asteroids[n];
|
|
|
}
|
|
|
|
|
|
/* Called when an asteroid was reached by a bullet. The asteroid
|
|
|
* hit is the one with the specified 'id'. */
|
|
|
-void asteroid_was_hit(AsteroidsApp *app, int id) {
|
|
|
+void asteroid_was_hit(AsteroidsApp* app, int id) {
|
|
|
float sizelimit = 6; // Smaller than that polverize in one shot.
|
|
|
- Asteroid *a = &app->asteroids[id];
|
|
|
+ Asteroid* a = &app->asteroids[id];
|
|
|
|
|
|
/* Asteroid is large enough to break into fragments. */
|
|
|
float size = a->size;
|
|
|
float x = a->x, y = a->y;
|
|
|
- remove_asteroid(app,id);
|
|
|
- if (size > sizelimit) {
|
|
|
+ remove_asteroid(app, id);
|
|
|
+ if(size > sizelimit) {
|
|
|
int max_fragments = size / sizelimit;
|
|
|
- int fragments = 2+rand()%max_fragments;
|
|
|
- float newsize = size/fragments;
|
|
|
- if (newsize < 2) newsize = 2;
|
|
|
- for (int j = 0; j < fragments; j++) {
|
|
|
+ int fragments = 2 + rand() % max_fragments;
|
|
|
+ float newsize = size / fragments;
|
|
|
+ if(newsize < 2) newsize = 2;
|
|
|
+ for(int j = 0; j < fragments; j++) {
|
|
|
a = add_asteroid(app);
|
|
|
- if (a == NULL) break; // Too many asteroids on screen.
|
|
|
- a->x = x + -(size/2) + rand() % (int)newsize;
|
|
|
- a->y = y + -(size/2) + rand() % (int)newsize;
|
|
|
+ if(a == NULL) break; // Too many asteroids on screen.
|
|
|
+ a->x = x + -(size / 2) + rand() % (int)newsize;
|
|
|
+ a->y = y + -(size / 2) + rand() % (int)newsize;
|
|
|
a->size = newsize;
|
|
|
}
|
|
|
} else {
|
|
|
@@ -390,18 +379,19 @@ void asteroid_was_hit(AsteroidsApp *app, int id) {
|
|
|
|
|
|
/* Set gameover state. When in game-over mode, the game displays a gameover
|
|
|
* text with a background of many asteroids floating around. */
|
|
|
-void game_over(AsteroidsApp *app) {
|
|
|
+void game_over(AsteroidsApp* app) {
|
|
|
restart_game_after_gameover(app);
|
|
|
app->gameover = true;
|
|
|
int asteroids = 8;
|
|
|
- while(asteroids-- && add_asteroid(app) != NULL);
|
|
|
+ while(asteroids-- && add_asteroid(app) != NULL)
|
|
|
+ ;
|
|
|
}
|
|
|
|
|
|
/* Function called when a collision between the asteroid and the
|
|
|
* ship is detected. */
|
|
|
-void ship_was_hit(AsteroidsApp *app) {
|
|
|
+void ship_was_hit(AsteroidsApp* app) {
|
|
|
app->ship_hit = SHIP_HIT_ANIMATION_LEN;
|
|
|
- if (app->lives) {
|
|
|
+ if(app->lives) {
|
|
|
app->lives--;
|
|
|
} else {
|
|
|
game_over(app);
|
|
|
@@ -410,10 +400,10 @@ void ship_was_hit(AsteroidsApp *app) {
|
|
|
|
|
|
/* Restart game after the ship is hit. Will reset the ship position, bullets
|
|
|
* and asteroids to restart the game. */
|
|
|
-void restart_game(AsteroidsApp *app) {
|
|
|
+void restart_game(AsteroidsApp* app) {
|
|
|
app->ship.x = SCREEN_XRES / 2;
|
|
|
app->ship.y = SCREEN_YRES / 2;
|
|
|
- app->ship.rot = PI; /* Start headed towards top. */
|
|
|
+ app->ship.rot = PI; /* Start headed towards top. */
|
|
|
app->ship.vx = 0;
|
|
|
app->ship.vy = 0;
|
|
|
app->bullets_num = 0;
|
|
|
@@ -423,7 +413,7 @@ void restart_game(AsteroidsApp *app) {
|
|
|
|
|
|
/* Called after gameover to restart the game. This function
|
|
|
* also calls restart_game(). */
|
|
|
-void restart_game_after_gameover(AsteroidsApp *app) {
|
|
|
+void restart_game_after_gameover(AsteroidsApp* app) {
|
|
|
app->gameover = false;
|
|
|
app->ticks = 0;
|
|
|
app->score = 0;
|
|
|
@@ -433,12 +423,12 @@ void restart_game_after_gameover(AsteroidsApp *app) {
|
|
|
}
|
|
|
|
|
|
/* Move bullets. */
|
|
|
-void update_bullets_position(AsteroidsApp *app) {
|
|
|
- for (int j = 0; j < app->bullets_num; j++) {
|
|
|
- update_pos_by_velocity(&app->bullets[j].x,&app->bullets[j].y,
|
|
|
- app->bullets[j].vx,app->bullets[j].vy);
|
|
|
- if (--app->bullets[j].ttl == 0) {
|
|
|
- remove_bullet(app,j);
|
|
|
+void update_bullets_position(AsteroidsApp* app) {
|
|
|
+ for(int j = 0; j < app->bullets_num; j++) {
|
|
|
+ update_pos_by_velocity(
|
|
|
+ &app->bullets[j].x, &app->bullets[j].y, app->bullets[j].vx, app->bullets[j].vy);
|
|
|
+ if(--app->bullets[j].ttl == 0) {
|
|
|
+ remove_bullet(app, j);
|
|
|
j--; /* Process this bullet index again: the removal will
|
|
|
fill it with the top bullet to take the array dense. */
|
|
|
}
|
|
|
@@ -446,28 +436,28 @@ void update_bullets_position(AsteroidsApp *app) {
|
|
|
}
|
|
|
|
|
|
/* Move asteroids. */
|
|
|
-void update_asteroids_position(AsteroidsApp *app) {
|
|
|
- for (int j = 0; j < app->asteroids_num; j++) {
|
|
|
- update_pos_by_velocity(&app->asteroids[j].x,&app->asteroids[j].y,
|
|
|
- app->asteroids[j].vx,app->asteroids[j].vy);
|
|
|
+void update_asteroids_position(AsteroidsApp* app) {
|
|
|
+ for(int j = 0; j < app->asteroids_num; j++) {
|
|
|
+ update_pos_by_velocity(
|
|
|
+ &app->asteroids[j].x, &app->asteroids[j].y, app->asteroids[j].vx, app->asteroids[j].vy);
|
|
|
app->asteroids[j].rot += app->asteroids[j].rot_speed;
|
|
|
- if (app->asteroids[j].rot < 0) app->asteroids[j].rot = 2*PI;
|
|
|
- else if (app->asteroids[j].rot > 2*PI) app->asteroids[j].rot = 0;
|
|
|
+ if(app->asteroids[j].rot < 0)
|
|
|
+ app->asteroids[j].rot = 2 * PI;
|
|
|
+ else if(app->asteroids[j].rot > 2 * PI)
|
|
|
+ app->asteroids[j].rot = 0;
|
|
|
}
|
|
|
}
|
|
|
|
|
|
/* Collision detection and game state update based on collisions. */
|
|
|
-void detect_collisions(AsteroidsApp *app) {
|
|
|
+void detect_collisions(AsteroidsApp* app) {
|
|
|
/* Detect collision between bullet and asteroid. */
|
|
|
- for (int j = 0; j < app->bullets_num; j++) {
|
|
|
- Bullet *b = &app->bullets[j];
|
|
|
- for (int i = 0; i < app->asteroids_num; i++) {
|
|
|
- Asteroid *a = &app->asteroids[i];
|
|
|
- if (objects_are_colliding(a->x, a->y, a->size,
|
|
|
- b->x, b->y, 1.5, 1))
|
|
|
- {
|
|
|
- asteroid_was_hit(app,i);
|
|
|
- remove_bullet(app,j);
|
|
|
+ for(int j = 0; j < app->bullets_num; j++) {
|
|
|
+ Bullet* b = &app->bullets[j];
|
|
|
+ for(int i = 0; i < app->asteroids_num; i++) {
|
|
|
+ Asteroid* a = &app->asteroids[i];
|
|
|
+ if(objects_are_colliding(a->x, a->y, a->size, b->x, b->y, 1.5, 1)) {
|
|
|
+ asteroid_was_hit(app, i);
|
|
|
+ remove_bullet(app, j);
|
|
|
/* The bullet no longer exist. Break the loop.
|
|
|
* However we want to start processing from the
|
|
|
* same bullet index, since now it is used by
|
|
|
@@ -479,11 +469,9 @@ void detect_collisions(AsteroidsApp *app) {
|
|
|
}
|
|
|
|
|
|
/* Detect collision between ship and asteroid. */
|
|
|
- for (int j = 0; j < app->asteroids_num; j++) {
|
|
|
- Asteroid *a = &app->asteroids[j];
|
|
|
- if (objects_are_colliding(a->x, a->y, a->size,
|
|
|
- app->ship.x, app->ship.y, 4, 1))
|
|
|
- {
|
|
|
+ for(int j = 0; j < app->asteroids_num; j++) {
|
|
|
+ Asteroid* a = &app->asteroids[j];
|
|
|
+ if(objects_are_colliding(a->x, a->y, a->size, app->ship.x, app->ship.y, 4, 1)) {
|
|
|
ship_was_hit(app);
|
|
|
break;
|
|
|
}
|
|
|
@@ -496,26 +484,26 @@ void detect_collisions(AsteroidsApp *app) {
|
|
|
* on velocity. Detect collisions. Update the score and so forth.
|
|
|
*
|
|
|
* Each time this function is called, app->tick is incremented. */
|
|
|
-void game_tick(void *ctx) {
|
|
|
- AsteroidsApp *app = ctx;
|
|
|
+void game_tick(void* ctx) {
|
|
|
+ AsteroidsApp* app = ctx;
|
|
|
|
|
|
/* There are two special screens:
|
|
|
*
|
|
|
* 1. Ship was hit, we frozen the game as long as ship_hit isn't zero
|
|
|
* again, and show an animation of a rotating ship. */
|
|
|
- if (app->ship_hit) {
|
|
|
+ if(app->ship_hit) {
|
|
|
app->ship.rot += 0.5;
|
|
|
app->ship_hit--;
|
|
|
view_port_update(app->view_port);
|
|
|
- if (app->ship_hit == 0) {
|
|
|
+ if(app->ship_hit == 0) {
|
|
|
restart_game(app);
|
|
|
}
|
|
|
return;
|
|
|
- } else if (app->gameover) {
|
|
|
- /* 2. Game over. We need to update only background asteroids. In this
|
|
|
+ } else if(app->gameover) {
|
|
|
+ /* 2. Game over. We need to update only background asteroids. In this
|
|
|
* state the game just displays a GAME OVER text with the floating
|
|
|
* asteroids in backgroud. */
|
|
|
- if (key_pressed_time(app,InputKeyOk) > 100) {
|
|
|
+ if(key_pressed_time(app, InputKeyOk) > 100) {
|
|
|
restart_game_after_gameover(app);
|
|
|
}
|
|
|
update_asteroids_position(app);
|
|
|
@@ -524,12 +512,12 @@ void game_tick(void *ctx) {
|
|
|
}
|
|
|
|
|
|
/* Handle keypresses. */
|
|
|
- if (app->pressed[InputKeyLeft]) app->ship.rot -= .35;
|
|
|
- if (app->pressed[InputKeyRight]) app->ship.rot += .35;
|
|
|
- if (key_pressed_time(app,InputKeyOk) > 70) {
|
|
|
- app->ship.vx -= 0.5*(float)sin(app->ship.rot);
|
|
|
- app->ship.vy += 0.5*(float)cos(app->ship.rot);
|
|
|
- } else if (app->pressed[InputKeyDown]) {
|
|
|
+ if(app->pressed[InputKeyLeft]) app->ship.rot -= .35;
|
|
|
+ if(app->pressed[InputKeyRight]) app->ship.rot += .35;
|
|
|
+ if(key_pressed_time(app, InputKeyOk) > 70) {
|
|
|
+ app->ship.vx -= 0.5 * (float)sin(app->ship.rot);
|
|
|
+ app->ship.vy += 0.5 * (float)cos(app->ship.rot);
|
|
|
+ } else if(app->pressed[InputKeyDown]) {
|
|
|
app->ship.vx *= 0.75;
|
|
|
app->ship.vy *= 0.75;
|
|
|
}
|
|
|
@@ -537,10 +525,10 @@ void game_tick(void *ctx) {
|
|
|
/* Fire a bullet if needed. app->fire is set in
|
|
|
* asteroids_update_keypress_state() since depends on exact
|
|
|
* pressure timing. */
|
|
|
- if (app->fire) {
|
|
|
+ if(app->fire) {
|
|
|
uint32_t bullet_min_period = 200; // In milliseconds
|
|
|
uint32_t now = furi_get_tick();
|
|
|
- if (now - app->last_bullet_tick >= bullet_min_period) {
|
|
|
+ if(now - app->last_bullet_tick >= bullet_min_period) {
|
|
|
ship_fire_bullet(app);
|
|
|
app->last_bullet_tick = now;
|
|
|
}
|
|
|
@@ -548,7 +536,7 @@ void game_tick(void *ctx) {
|
|
|
}
|
|
|
|
|
|
/* Update positions and detect collisions. */
|
|
|
- update_pos_by_velocity(&app->ship.x,&app->ship.y,app->ship.vx,app->ship.vy);
|
|
|
+ update_pos_by_velocity(&app->ship.x, &app->ship.y, app->ship.vx, app->ship.vy);
|
|
|
update_bullets_position(app);
|
|
|
update_asteroids_position(app);
|
|
|
detect_collisions(app);
|
|
|
@@ -556,9 +544,7 @@ void game_tick(void *ctx) {
|
|
|
/* From time to time, create a new asteroid. The more asteroids
|
|
|
* already on the screen, the smaller probability of creating
|
|
|
* a new one. */
|
|
|
- if (app->asteroids_num == 0 ||
|
|
|
- (random() % 5000) < (30/(1+app->asteroids_num)))
|
|
|
- {
|
|
|
+ if(app->asteroids_num == 0 || (random() % 5000) < (30 / (1 + app->asteroids_num))) {
|
|
|
add_asteroid(app);
|
|
|
}
|
|
|
|
|
|
@@ -570,16 +556,15 @@ void game_tick(void *ctx) {
|
|
|
|
|
|
/* Here all we do is putting the events into the queue that will be handled
|
|
|
* in the while() loop of the app entry point function. */
|
|
|
-void input_callback(InputEvent* input_event, void* ctx)
|
|
|
-{
|
|
|
- AsteroidsApp *app = ctx;
|
|
|
- furi_message_queue_put(app->event_queue,input_event,FuriWaitForever);
|
|
|
+void input_callback(InputEvent* input_event, void* ctx) {
|
|
|
+ AsteroidsApp* app = ctx;
|
|
|
+ furi_message_queue_put(app->event_queue, input_event, FuriWaitForever);
|
|
|
}
|
|
|
|
|
|
/* Allocate the application state and initialize a number of stuff.
|
|
|
* This is called in the entry point to create the application state. */
|
|
|
AsteroidsApp* asteroids_app_alloc() {
|
|
|
- AsteroidsApp *app = malloc(sizeof(AsteroidsApp));
|
|
|
+ AsteroidsApp* app = malloc(sizeof(AsteroidsApp));
|
|
|
|
|
|
app->gui = furi_record_open(RECORD_GUI);
|
|
|
app->view_port = view_port_alloc();
|
|
|
@@ -588,16 +573,16 @@ AsteroidsApp* asteroids_app_alloc() {
|
|
|
gui_add_view_port(app->gui, app->view_port, GuiLayerFullscreen);
|
|
|
app->event_queue = furi_message_queue_alloc(8, sizeof(InputEvent));
|
|
|
|
|
|
- app->running = 1; /* Turns 0 when back is pressed. */
|
|
|
+ app->running = 1; /* Turns 0 when back is pressed. */
|
|
|
restart_game_after_gameover(app);
|
|
|
- memset(app->pressed,0,sizeof(app->pressed));
|
|
|
+ memset(app->pressed, 0, sizeof(app->pressed));
|
|
|
return app;
|
|
|
}
|
|
|
|
|
|
/* Free what the application allocated. It is not clear to me if the
|
|
|
* Flipper OS, once the application exits, will be able to reclaim space
|
|
|
* even if we forget to free something here. */
|
|
|
-void asteroids_app_free(AsteroidsApp *app) {
|
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+void asteroids_app_free(AsteroidsApp* app) {
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furi_assert(app);
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// View related.
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@@ -613,28 +598,27 @@ void asteroids_app_free(AsteroidsApp *app) {
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/* Return the time in milliseconds the specified key is continuously
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* pressed. Or 0 if it is not pressed. */
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-uint32_t key_pressed_time(AsteroidsApp *app, InputKey key) {
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- return app->pressed[key] == 0 ? 0 :
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- furi_get_tick() - app->pressed[key];
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+uint32_t key_pressed_time(AsteroidsApp* app, InputKey key) {
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+ return app->pressed[key] == 0 ? 0 : furi_get_tick() - app->pressed[key];
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}
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/* Handle keys interaction. */
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-void asteroids_update_keypress_state(AsteroidsApp *app, InputEvent input) {
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- if (input.type == InputTypePress) {
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+void asteroids_update_keypress_state(AsteroidsApp* app, InputEvent input) {
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+ if(input.type == InputTypePress) {
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app->pressed[input.key] = furi_get_tick();
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- } else if (input.type == InputTypeRelease) {
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- uint32_t dur = key_pressed_time(app,input.key);
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+ } else if(input.type == InputTypeRelease) {
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+ uint32_t dur = key_pressed_time(app, input.key);
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app->pressed[input.key] = 0;
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- if (dur < 200 && input.key == InputKeyOk) app->fire = true;
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+ if(dur < 200 && input.key == InputKeyOk) app->fire = true;
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}
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}
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int32_t asteroids_app_entry(void* p) {
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UNUSED(p);
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- AsteroidsApp *app = asteroids_app_alloc();
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+ AsteroidsApp* app = asteroids_app_alloc();
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/* Create a timer. We do data analysis in the callback. */
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- FuriTimer *timer = furi_timer_alloc(game_tick, FuriTimerTypePeriodic, app);
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+ FuriTimer* timer = furi_timer_alloc(game_tick, FuriTimerTypePeriodic, app);
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furi_timer_start(timer, furi_kernel_get_tick_frequency() / 10);
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/* This is the main event loop: here we get the events that are pushed
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@@ -643,25 +627,24 @@ int32_t asteroids_app_entry(void* p) {
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InputEvent input;
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while(app->running) {
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FuriStatus qstat = furi_message_queue_get(app->event_queue, &input, 100);
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- if (qstat == FuriStatusOk) {
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- if (DEBUG_MSG) FURI_LOG_E(TAG, "Main Loop - Input: type %d key %u",
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- input.type, input.key);
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+ if(qstat == FuriStatusOk) {
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+ if(DEBUG_MSG)
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+ FURI_LOG_E(TAG, "Main Loop - Input: type %d key %u", input.type, input.key);
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/* Handle navigation here. Then handle view-specific inputs
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* in the view specific handling function. */
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- if (input.type == InputTypeShort &&
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- input.key == InputKeyBack)
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- {
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+ if(input.type == InputTypeShort && input.key == InputKeyBack) {
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app->running = 0;
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} else {
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- asteroids_update_keypress_state(app,input);
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+ asteroids_update_keypress_state(app, input);
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}
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} else {
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/* Useful to understand if the app is still alive when it
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* does not respond because of bugs. */
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- if (DEBUG_MSG) {
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- static int c = 0; c++;
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- if (!(c % 20)) FURI_LOG_E(TAG, "Loop timeout");
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+ if(DEBUG_MSG) {
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+ static int c = 0;
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+ c++;
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+ if(!(c % 20)) FURI_LOG_E(TAG, "Loop timeout");
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}
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}
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}
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