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clang autoformat (no code change)

SimplyMinimal 3 years ago
parent
commit
68fe5af010
1 changed files with 190 additions and 207 deletions
  1. 190 207
      app.c

+ 190 - 207
app.c

@@ -23,42 +23,42 @@
 /* ============================ Data structures ============================= */
 
 typedef struct Ship {
-    float x,            /* Ship x position. */
-    y,                  /* Ship y position. */
-    vx,                 /* x velocity. */
-    vy,                 /* y velocity. */
-    rot;                /* Current rotation. 2*PI full ortation. */
+    float x, /* Ship x position. */
+        y, /* Ship y position. */
+        vx, /* x velocity. */
+        vy, /* y velocity. */
+        rot; /* Current rotation. 2*PI full ortation. */
 } Ship;
 
 typedef struct Bullet {
-    float x, y, vx, vy;     /* Fields like in ship. */
-    uint32_t ttl;           /* Time to live, in ticks. */
+    float x, y, vx, vy; /* Fields like in ship. */
+    uint32_t ttl; /* Time to live, in ticks. */
 } Bullet;
 
 typedef struct Asteroid {
-    float x, y, vx, vy, rot,    /* Fields like ship. */
-    rot_speed,                  /* Angular velocity (rot speed and sense). */
-    size;                       /* Asteroid size. */
-    uint8_t shape_seed;         /* Seed to give random shape. */
+    float x, y, vx, vy, rot, /* Fields like ship. */
+        rot_speed, /* Angular velocity (rot speed and sense). */
+        size; /* Asteroid size. */
+    uint8_t shape_seed; /* Seed to give random shape. */
 } Asteroid;
 
-#define MAXBUL 10   /* Max bullets on the screen. */
-#define MAXAST 32   /* Max asteroids on the screen. */
+#define MAXBUL 10 /* Max bullets on the screen. */
+#define MAXAST 32 /* Max asteroids on the screen. */
 #define SHIP_HIT_ANIMATION_LEN 15
 typedef struct AsteroidsApp {
     /* GUI */
-    Gui *gui;
-    ViewPort *view_port;     /* We just use a raw viewport and we render
+    Gui* gui;
+    ViewPort* view_port; /* We just use a raw viewport and we render
                                 everything into the low level canvas. */
-    FuriMessageQueue *event_queue;  /* Keypress events go here. */
+    FuriMessageQueue* event_queue; /* Keypress events go here. */
 
     /* Game state. */
-    int running;            /* Once false exists the app. */
-    bool gameover;          /* Gameover status. */
-    uint32_t ticks;         /* Game ticks. Increments at each refresh. */
-    uint32_t score;         /* Game score. */
-    uint32_t lives;         /* Number of lives in the current game. */
-    uint32_t ship_hit;      /* When non zero, the ship was hit by an asteroid
+    int running; /* Once false exists the app. */
+    bool gameover; /* Gameover status. */
+    uint32_t ticks; /* Game ticks. Increments at each refresh. */
+    uint32_t score; /* Game score. */
+    uint32_t lives; /* Number of lives in the current game. */
+    uint32_t ship_hit; /* When non zero, the ship was hit by an asteroid
                                and we need to show an animation as long as
                                its value is non-zero (and decrease it's value
                                at each tick of animation). */
@@ -67,26 +67,26 @@ typedef struct AsteroidsApp {
     struct Ship ship;
 
     /* Bullets state. */
-    struct Bullet bullets[MAXBUL];  /* Each bullet state. */
-    int bullets_num;            /* Active bullets. */
-    uint32_t last_bullet_tick;  /* Tick the last bullet was fired. */
+    struct Bullet bullets[MAXBUL]; /* Each bullet state. */
+    int bullets_num; /* Active bullets. */
+    uint32_t last_bullet_tick; /* Tick the last bullet was fired. */
 
     /* Asteroids state. */
-    Asteroid asteroids[MAXAST];     /* Each asteroid state. */
-    int asteroids_num;              /* Active asteroids. */
+    Asteroid asteroids[MAXAST]; /* Each asteroid state. */
+    int asteroids_num; /* Active asteroids. */
 
     uint32_t pressed[InputKeyMAX]; /* pressed[id] is true if pressed.
                                       Each array item contains the time
                                       in milliseconds the key was pressed. */
-    bool fire;                 /* Short press detected: fire a bullet. */
+    bool fire; /* Short press detected: fire a bullet. */
 } AsteroidsApp;
 
 /* ============================== Prototyeps ================================ */
 
 // Only functions called before their definition are here.
 
-void restart_game_after_gameover(AsteroidsApp *app);
-uint32_t key_pressed_time(AsteroidsApp *app, InputKey key);
+void restart_game_after_gameover(AsteroidsApp* app);
+uint32_t key_pressed_time(AsteroidsApp* app, InputKey key);
 
 /* ============================ 2D drawing ================================== */
 
@@ -101,23 +101,19 @@ typedef struct Poly {
 } Poly;
 
 /* Define the polygons we use. */
-Poly ShipPoly = {
-    {-3, 0, 3},
-    {-3, 6, -3},
-    3
-};
+Poly ShipPoly = {{-3, 0, 3}, {-3, 6, -3}, 3};
 
 /* Rotate the point of the poligon 'poly' and store the new rotated
  * polygon in 'rot'. The polygon is rotated by an angle 'a', with
  * center at 0,0. */
-void rotate_poly(Poly *rot, Poly *poly, float a) {
+void rotate_poly(Poly* rot, Poly* poly, float a) {
     /* We want to compute sin(a) and cos(a) only one time
      * for every point to rotate. It's a slow operation. */
     float sin_a = (float)sin(a);
     float cos_a = (float)cos(a);
-    for (uint32_t j = 0; j < poly->points; j++) {
-        rot->x[j] = poly->x[j]*cos_a - poly->y[j]*sin_a;
-        rot->y[j] = poly->y[j]*cos_a + poly->x[j]*sin_a;
+    for(uint32_t j = 0; j < poly->points; j++) {
+        rot->x[j] = poly->x[j] * cos_a - poly->y[j] * sin_a;
+        rot->y[j] = poly->y[j] * cos_a + poly->x[j] * sin_a;
     }
     rot->points = poly->points;
 }
@@ -125,36 +121,34 @@ void rotate_poly(Poly *rot, Poly *poly, float a) {
 /* This is an 8 bit LFSR we use to generate a predictable and fast
  * pseudorandom sequence of numbers, to give a different shape to
  * each asteroid. */
-void lfsr_next(unsigned char *prev) {
+void lfsr_next(unsigned char* prev) {
     unsigned char lsb = *prev & 1;
     *prev = *prev >> 1;
-    if (lsb == 1) *prev ^= 0b11000111;
-    *prev ^= *prev<<7; /* Mix things a bit more. */
+    if(lsb == 1) *prev ^= 0b11000111;
+    *prev ^= *prev << 7; /* Mix things a bit more. */
 }
 
 /* Render the polygon 'poly' at x,y, rotated by the specified angle. */
-void draw_poly(Canvas *const canvas, Poly *poly, uint8_t x, uint8_t y, float a)
-{
+void draw_poly(Canvas* const canvas, Poly* poly, uint8_t x, uint8_t y, float a) {
     Poly rot;
-    rotate_poly(&rot,poly,a);
+    rotate_poly(&rot, poly, a);
     canvas_set_color(canvas, ColorBlack);
-    for (uint32_t j = 0; j < rot.points; j++) {
+    for(uint32_t j = 0; j < rot.points; j++) {
         uint32_t a = j;
-        uint32_t b = j+1;
-        if (b == rot.points) b = 0;
-        canvas_draw_line(canvas,x+rot.x[a],y+rot.y[a],
-                                x+rot.x[b],y+rot.y[b]);
+        uint32_t b = j + 1;
+        if(b == rot.points) b = 0;
+        canvas_draw_line(canvas, x + rot.x[a], y + rot.y[a], x + rot.x[b], y + rot.y[b]);
     }
 }
 
 /* A bullet is just a + pixels pattern. A single pixel is not
  * visible enough. */
-void draw_bullet(Canvas *const canvas, Bullet *b) {
-    canvas_draw_dot(canvas,b->x-1,b->y);
-    canvas_draw_dot(canvas,b->x+1,b->y);
-    canvas_draw_dot(canvas,b->x,b->y);
-    canvas_draw_dot(canvas,b->x,b->y-1);
-    canvas_draw_dot(canvas,b->x,b->y+1);
+void draw_bullet(Canvas* const canvas, Bullet* b) {
+    canvas_draw_dot(canvas, b->x - 1, b->y);
+    canvas_draw_dot(canvas, b->x + 1, b->y);
+    canvas_draw_dot(canvas, b->x, b->y);
+    canvas_draw_dot(canvas, b->x, b->y - 1);
+    canvas_draw_dot(canvas, b->x, b->y + 1);
 }
 
 /* Draw an asteroid. The asteroid shapes is computed on the fly and
@@ -162,15 +156,15 @@ void draw_bullet(Canvas *const canvas, Bullet *b) {
  * the shape, we use an initial fixed shape that we resize according
  * to the asteroid size, perturbate according to the asteroid shape
  * seed, and finally draw it rotated of the right amount. */
-void draw_asteroid(Canvas *const canvas, Asteroid *ast) {
+void draw_asteroid(Canvas* const canvas, Asteroid* ast) {
     Poly ap;
 
     /* Start with what is kinda of a circle. Note that this could be
      * stored into a template and copied here, to avoid computing
      * sin() / cos(). But the Flipper can handle it without problems. */
     uint8_t r = ast->shape_seed;
-    for (int j = 0; j < 8; j++) {
-        float a = (PI*2)/8*j;
+    for(int j = 0; j < 8; j++) {
+        float a = (PI * 2) / 8 * j;
 
         /* Before generating the point, to make the shape unique generate
          * a random factor between .7 and 1.3 to scale the distance from
@@ -178,73 +172,71 @@ void draw_asteroid(Canvas *const canvas, Asteroid *ast) {
          * that remains always the same, so we use a predictable PRNG
          * implemented by an 8 bit shift register. */
         lfsr_next(&r);
-        float scaling = .7+((float)r/255*.6);
+        float scaling = .7 + ((float)r / 255 * .6);
 
         ap.x[j] = (float)sin(a) * ast->size * scaling;
         ap.y[j] = (float)cos(a) * ast->size * scaling;
     }
     ap.points = 8;
-    draw_poly(canvas,&ap,ast->x,ast->y,ast->rot);
+    draw_poly(canvas, &ap, ast->x, ast->y, ast->rot);
 }
 
 /* Draw small ships in the top-right part of the screen, one for
  * each left live. */
-void draw_left_lives(Canvas *const canvas, AsteroidsApp *app) {
+void draw_left_lives(Canvas* const canvas, AsteroidsApp* app) {
     int lives = app->lives;
-    int x = SCREEN_XRES-5;
+    int x = SCREEN_XRES - 5;
 
-    Poly mini_ship = {
-        {-2, 0, 2},
-        {-2, 4, -2},
-        3
-    };
+    Poly mini_ship = {{-2, 0, 2}, {-2, 4, -2}, 3};
     while(lives--) {
-        draw_poly(canvas,&mini_ship,x,6,PI);
+        draw_poly(canvas, &mini_ship, x, 6, PI);
         x -= 6;
     }
 }
 
 /* Given the current position, update it according to the velocity and
  * wrap it back to the other side if the object went over the screen. */
-void update_pos_by_velocity(float *x, float *y, float vx, float vy) {
+void update_pos_by_velocity(float* x, float* y, float vx, float vy) {
     /* Return back from one side to the other of the screen. */
     *x += vx;
     *y += vy;
-    if (*x >= SCREEN_XRES) *x = 0;
-    else if (*x < 0) *x = SCREEN_XRES-1;
-    if (*y >= SCREEN_YRES) *y = 0;
-    else if (*y < 0) *y = SCREEN_YRES-1;
+    if(*x >= SCREEN_XRES)
+        *x = 0;
+    else if(*x < 0)
+        *x = SCREEN_XRES - 1;
+    if(*y >= SCREEN_YRES)
+        *y = 0;
+    else if(*y < 0)
+        *y = SCREEN_YRES - 1;
 }
 
 /* Render the current game screen. */
-void render_callback(Canvas *const canvas, void *ctx) {
-    AsteroidsApp *app = ctx;
+void render_callback(Canvas* const canvas, void* ctx) {
+    AsteroidsApp* app = ctx;
 
     /* Clear screen. */
     canvas_set_color(canvas, ColorWhite);
-    canvas_draw_box(canvas, 0, 0, SCREEN_XRES-1, SCREEN_YRES-1);
+    canvas_draw_box(canvas, 0, 0, SCREEN_XRES - 1, SCREEN_YRES - 1);
 
     /* Draw score. */
     canvas_set_color(canvas, ColorBlack);
     canvas_set_font(canvas, FontSecondary);
     char score[32];
-    snprintf(score,sizeof(score),"%lu",app->score);
+    snprintf(score, sizeof(score), "%lu", app->score);
     canvas_draw_str(canvas, 0, 8, score);
 
     /* Draw left ships. */
-    draw_left_lives(canvas,app);
+    draw_left_lives(canvas, app);
 
     /* Draw ship, asteroids, bullets. */
-    draw_poly(canvas,&ShipPoly,app->ship.x,app->ship.y,app->ship.rot);
+    draw_poly(canvas, &ShipPoly, app->ship.x, app->ship.y, app->ship.rot);
 
-    for (int j = 0; j < app->bullets_num; j++)
-        draw_bullet(canvas,&app->bullets[j]);
+    for(int j = 0; j < app->bullets_num; j++) draw_bullet(canvas, &app->bullets[j]);
 
-    for (int j = 0; j < app->asteroids_num; j++)
-        draw_asteroid(canvas,&app->asteroids[j]);
+    for(int j = 0; j < app->asteroids_num; j++) draw_asteroid(canvas, &app->asteroids[j]);
 
     /* Game over text. */
-    if (app->gameover) {
+    if(app->gameover) {
         canvas_set_color(canvas, ColorBlack);
         canvas_set_font(canvas, FontPrimary);
         canvas_draw_str(canvas, 28, 35, "GAME   OVER");
@@ -256,9 +248,9 @@ void render_callback(Canvas *const canvas, void *ctx) {
 /* ============================ Game logic ================================== */
 
 float distance(float x1, float y1, float x2, float y2) {
-    float dx = x1-x2;
-    float dy = y1-y2;
-    return sqrt(dx*dx+dy*dy);
+    float dx = x1 - x2;
+    float dy = y1 - y2;
+    return sqrt(dx * dx + dy * dy);
 }
 
 /* Detect a collision between the object at x1,y1 of radius r1 and
@@ -272,10 +264,7 @@ float distance(float x1, float y1, float x2, float y2) {
  * spheres (this is why this function only takes the radius). This
  * is, after all, kinda accurate for asteroids, for bullets, and
  * even for the ship "core" itself. */
-bool objects_are_colliding(float x1, float y1, float r1,
-                           float x2, float y2, float r2,
-                           float factor)
-{
+bool objects_are_colliding(float x1, float y1, float r1, float x2, float y2, float r2, float factor) {
     /* The objects are colliding if the distance between object 1 and 2
      * is smaller than the sum of the two radiuses r1 and r2.
      * So it would be like: sqrt((x1-x2)^2+(y1-y2)^2) < r1+r2.
@@ -284,24 +273,24 @@ bool objects_are_colliding(float x1, float y1, float r1,
      * the comparison like this:
      *
      * (x1-x2)^2+(y1-y2)^2 < (r1+r2)^2. */
-    float dx = (x1-x2)*factor;
-    float dy = (y1-y2)*factor;
-    float rsum = r1+r2;
-    return dx*dx+dy*dy < rsum*rsum;
+    float dx = (x1 - x2) * factor;
+    float dy = (y1 - y2) * factor;
+    float rsum = r1 + r2;
+    return dx * dx + dy * dy < rsum * rsum;
 }
 
 /* Create a new bullet headed in the same direction of the ship. */
-void ship_fire_bullet(AsteroidsApp *app) {
-    if (app->bullets_num == MAXBUL) return;
-    Bullet *b = &app->bullets[app->bullets_num];
+void ship_fire_bullet(AsteroidsApp* app) {
+    if(app->bullets_num == MAXBUL) return;
+    Bullet* b = &app->bullets[app->bullets_num];
     b->x = app->ship.x;
     b->y = app->ship.y;
     b->vx = -sin(app->ship.rot);
     b->vy = cos(app->ship.rot);
 
     /* Ship should fire from its head, not in the middle. */
-    b->x += b->vx*5;
-    b->y += b->vy*5;
+    b->x += b->vx * 5;
+    b->y += b->vy * 5;
 
     /* 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) {
+void asteroids_app_free(AsteroidsApp* app) {
     furi_assert(app);
 
     // View related.
@@ -613,28 +598,27 @@ void asteroids_app_free(AsteroidsApp *app) {
 
 /* Return the time in milliseconds the specified key is continuously
  * pressed. Or 0 if it is not pressed. */
-uint32_t key_pressed_time(AsteroidsApp *app, InputKey key) {
-    return app->pressed[key] == 0 ? 0 :
-           furi_get_tick() - app->pressed[key];
+uint32_t key_pressed_time(AsteroidsApp* app, InputKey key) {
+    return app->pressed[key] == 0 ? 0 : furi_get_tick() - app->pressed[key];
 }
 
 /* Handle keys interaction. */
-void asteroids_update_keypress_state(AsteroidsApp *app, InputEvent input) {
-    if (input.type == InputTypePress) {
+void asteroids_update_keypress_state(AsteroidsApp* app, InputEvent input) {
+    if(input.type == InputTypePress) {
         app->pressed[input.key] = furi_get_tick();
-    } else if (input.type == InputTypeRelease) {
-        uint32_t dur = key_pressed_time(app,input.key);
+    } else if(input.type == InputTypeRelease) {
+        uint32_t dur = key_pressed_time(app, input.key);
         app->pressed[input.key] = 0;
-        if (dur < 200 && input.key == InputKeyOk) app->fire = true;
+        if(dur < 200 && input.key == InputKeyOk) app->fire = true;
     }
 }
 
 int32_t asteroids_app_entry(void* p) {
     UNUSED(p);
-    AsteroidsApp *app = asteroids_app_alloc();
+    AsteroidsApp* app = asteroids_app_alloc();
 
     /* Create a timer. We do data analysis in the callback. */
-    FuriTimer *timer = furi_timer_alloc(game_tick, FuriTimerTypePeriodic, app);
+    FuriTimer* timer = furi_timer_alloc(game_tick, FuriTimerTypePeriodic, app);
     furi_timer_start(timer, furi_kernel_get_tick_frequency() / 10);
 
     /* This is the main event loop: here we get the events that are pushed
@@ -643,25 +627,24 @@ int32_t asteroids_app_entry(void* p) {
     InputEvent input;
     while(app->running) {
         FuriStatus qstat = furi_message_queue_get(app->event_queue, &input, 100);
-        if (qstat == FuriStatusOk) {
-            if (DEBUG_MSG) FURI_LOG_E(TAG, "Main Loop - Input: type %d key %u",
-                    input.type, input.key);
+        if(qstat == FuriStatusOk) {
+            if(DEBUG_MSG)
+                FURI_LOG_E(TAG, "Main Loop - Input: type %d key %u", input.type, input.key);
 
             /* Handle navigation here. Then handle view-specific inputs
              * in the view specific handling function. */
-            if (input.type == InputTypeShort &&
-                input.key == InputKeyBack)
-            {
+            if(input.type == InputTypeShort && input.key == InputKeyBack) {
                 app->running = 0;
             } else {
-                asteroids_update_keypress_state(app,input);
+                asteroids_update_keypress_state(app, input);
             }
         } else {
             /* Useful to understand if the app is still alive when it
              * does not respond because of bugs. */
-            if (DEBUG_MSG) {
-                static int c = 0; c++;
-                if (!(c % 20)) FURI_LOG_E(TAG, "Loop timeout");
+            if(DEBUG_MSG) {
+                static int c = 0;
+                c++;
+                if(!(c % 20)) FURI_LOG_E(TAG, "Loop timeout");
             }
         }
     }