فهرست منبع

Add scorched_tanks from https://github.com/jasniec/flipper-scorched-tanks-game

git-subtree-dir: scorched_tanks
git-subtree-mainline: 911bbba8ebd216b23d16601d978ce72000a370a4
git-subtree-split: f277db75e7dddfa7aaffa6061d3cf2d87d51dbb3
Willy-JL 2 سال پیش
والد
کامیت
a94bb8c8c4

+ 1 - 0
scorched_tanks/.gitsubtree

@@ -0,0 +1 @@
+https://github.com/jasniec/flipper-scorched-tanks-game main

+ 674 - 0
scorched_tanks/LICENSE

@@ -0,0 +1,674 @@
+                    GNU GENERAL PUBLIC LICENSE
+                       Version 3, 29 June 2007
+
+ Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
+ Everyone is permitted to copy and distribute verbatim copies
+ of this license document, but changing it is not allowed.
+
+                            Preamble
+
+  The GNU General Public License is a free, copyleft license for
+software and other kinds of works.
+
+  The licenses for most software and other practical works are designed
+to take away your freedom to share and change the works.  By contrast,
+the GNU General Public License is intended to guarantee your freedom to
+share and change all versions of a program--to make sure it remains free
+software for all its users.  We, the Free Software Foundation, use the
+GNU General Public License for most of our software; it applies also to
+any other work released this way by its authors.  You can apply it to
+your programs, too.
+
+  When we speak of free software, we are referring to freedom, not
+price.  Our General Public Licenses are designed to make sure that you
+have the freedom to distribute copies of free software (and charge for
+them if you wish), that you receive source code or can get it if you
+want it, that you can change the software or use pieces of it in new
+free programs, and that you know you can do these things.
+
+  To protect your rights, we need to prevent others from denying you
+these rights or asking you to surrender the rights.  Therefore, you have
+certain responsibilities if you distribute copies of the software, or if
+you modify it: responsibilities to respect the freedom of others.
+
+  For example, if you distribute copies of such a program, whether
+gratis or for a fee, you must pass on to the recipients the same
+freedoms that you received.  You must make sure that they, too, receive
+or can get the source code.  And you must show them these terms so they
+know their rights.
+
+  Developers that use the GNU GPL protect your rights with two steps:
+(1) assert copyright on the software, and (2) offer you this License
+giving you legal permission to copy, distribute and/or modify it.
+
+  For the developers' and authors' protection, the GPL clearly explains
+that there is no warranty for this free software.  For both users' and
+authors' sake, the GPL requires that modified versions be marked as
+changed, so that their problems will not be attributed erroneously to
+authors of previous versions.
+
+  Some devices are designed to deny users access to install or run
+modified versions of the software inside them, although the manufacturer
+can do so.  This is fundamentally incompatible with the aim of
+protecting users' freedom to change the software.  The systematic
+pattern of such abuse occurs in the area of products for individuals to
+use, which is precisely where it is most unacceptable.  Therefore, we
+have designed this version of the GPL to prohibit the practice for those
+products.  If such problems arise substantially in other domains, we
+stand ready to extend this provision to those domains in future versions
+of the GPL, as needed to protect the freedom of users.
+
+  Finally, every program is threatened constantly by software patents.
+States should not allow patents to restrict development and use of
+software on general-purpose computers, but in those that do, we wish to
+avoid the special danger that patents applied to a free program could
+make it effectively proprietary.  To prevent this, the GPL assures that
+patents cannot be used to render the program non-free.
+
+  The precise terms and conditions for copying, distribution and
+modification follow.
+
+                       TERMS AND CONDITIONS
+
+  0. Definitions.
+
+  "This License" refers to version 3 of the GNU General Public License.
+
+  "Copyright" also means copyright-like laws that apply to other kinds of
+works, such as semiconductor masks.
+
+  "The Program" refers to any copyrightable work licensed under this
+License.  Each licensee is addressed as "you".  "Licensees" and
+"recipients" may be individuals or organizations.
+
+  To "modify" a work means to copy from or adapt all or part of the work
+in a fashion requiring copyright permission, other than the making of an
+exact copy.  The resulting work is called a "modified version" of the
+earlier work or a work "based on" the earlier work.
+
+  A "covered work" means either the unmodified Program or a work based
+on the Program.
+
+  To "propagate" a work means to do anything with it that, without
+permission, would make you directly or secondarily liable for
+infringement under applicable copyright law, except executing it on a
+computer or modifying a private copy.  Propagation includes copying,
+distribution (with or without modification), making available to the
+public, and in some countries other activities as well.
+
+  To "convey" a work means any kind of propagation that enables other
+parties to make or receive copies.  Mere interaction with a user through
+a computer network, with no transfer of a copy, is not conveying.
+
+  An interactive user interface displays "Appropriate Legal Notices"
+to the extent that it includes a convenient and prominently visible
+feature that (1) displays an appropriate copyright notice, and (2)
+tells the user that there is no warranty for the work (except to the
+extent that warranties are provided), that licensees may convey the
+work under this License, and how to view a copy of this License.  If
+the interface presents a list of user commands or options, such as a
+menu, a prominent item in the list meets this criterion.
+
+  1. Source Code.
+
+  The "source code" for a work means the preferred form of the work
+for making modifications to it.  "Object code" means any non-source
+form of a work.
+
+  A "Standard Interface" means an interface that either is an official
+standard defined by a recognized standards body, or, in the case of
+interfaces specified for a particular programming language, one that
+is widely used among developers working in that language.
+
+  The "System Libraries" of an executable work include anything, other
+than the work as a whole, that (a) is included in the normal form of
+packaging a Major Component, but which is not part of that Major
+Component, and (b) serves only to enable use of the work with that
+Major Component, or to implement a Standard Interface for which an
+implementation is available to the public in source code form.  A
+"Major Component", in this context, means a major essential component
+(kernel, window system, and so on) of the specific operating system
+(if any) on which the executable work runs, or a compiler used to
+produce the work, or an object code interpreter used to run it.
+
+  The "Corresponding Source" for a work in object code form means all
+the source code needed to generate, install, and (for an executable
+work) run the object code and to modify the work, including scripts to
+control those activities.  However, it does not include the work's
+System Libraries, or general-purpose tools or generally available free
+programs which are used unmodified in performing those activities but
+which are not part of the work.  For example, Corresponding Source
+includes interface definition files associated with source files for
+the work, and the source code for shared libraries and dynamically
+linked subprograms that the work is specifically designed to require,
+such as by intimate data communication or control flow between those
+subprograms and other parts of the work.
+
+  The Corresponding Source need not include anything that users
+can regenerate automatically from other parts of the Corresponding
+Source.
+
+  The Corresponding Source for a work in source code form is that
+same work.
+
+  2. Basic Permissions.
+
+  All rights granted under this License are granted for the term of
+copyright on the Program, and are irrevocable provided the stated
+conditions are met.  This License explicitly affirms your unlimited
+permission to run the unmodified Program.  The output from running a
+covered work is covered by this License only if the output, given its
+content, constitutes a covered work.  This License acknowledges your
+rights of fair use or other equivalent, as provided by copyright law.
+
+  You may make, run and propagate covered works that you do not
+convey, without conditions so long as your license otherwise remains
+in force.  You may convey covered works to others for the sole purpose
+of having them make modifications exclusively for you, or provide you
+with facilities for running those works, provided that you comply with
+the terms of this License in conveying all material for which you do
+not control copyright.  Those thus making or running the covered works
+for you must do so exclusively on your behalf, under your direction
+and control, on terms that prohibit them from making any copies of
+your copyrighted material outside their relationship with you.
+
+  Conveying under any other circumstances is permitted solely under
+the conditions stated below.  Sublicensing is not allowed; section 10
+makes it unnecessary.
+
+  3. Protecting Users' Legal Rights From Anti-Circumvention Law.
+
+  No covered work shall be deemed part of an effective technological
+measure under any applicable law fulfilling obligations under article
+11 of the WIPO copyright treaty adopted on 20 December 1996, or
+similar laws prohibiting or restricting circumvention of such
+measures.
+
+  When you convey a covered work, you waive any legal power to forbid
+circumvention of technological measures to the extent such circumvention
+is effected by exercising rights under this License with respect to
+the covered work, and you disclaim any intention to limit operation or
+modification of the work as a means of enforcing, against the work's
+users, your or third parties' legal rights to forbid circumvention of
+technological measures.
+
+  4. Conveying Verbatim Copies.
+
+  You may convey verbatim copies of the Program's source code as you
+receive it, in any medium, provided that you conspicuously and
+appropriately publish on each copy an appropriate copyright notice;
+keep intact all notices stating that this License and any
+non-permissive terms added in accord with section 7 apply to the code;
+keep intact all notices of the absence of any warranty; and give all
+recipients a copy of this License along with the Program.
+
+  You may charge any price or no price for each copy that you convey,
+and you may offer support or warranty protection for a fee.
+
+  5. Conveying Modified Source Versions.
+
+  You may convey a work based on the Program, or the modifications to
+produce it from the Program, in the form of source code under the
+terms of section 4, provided that you also meet all of these conditions:
+
+    a) The work must carry prominent notices stating that you modified
+    it, and giving a relevant date.
+
+    b) The work must carry prominent notices stating that it is
+    released under this License and any conditions added under section
+    7.  This requirement modifies the requirement in section 4 to
+    "keep intact all notices".
+
+    c) You must license the entire work, as a whole, under this
+    License to anyone who comes into possession of a copy.  This
+    License will therefore apply, along with any applicable section 7
+    additional terms, to the whole of the work, and all its parts,
+    regardless of how they are packaged.  This License gives no
+    permission to license the work in any other way, but it does not
+    invalidate such permission if you have separately received it.
+
+    d) If the work has interactive user interfaces, each must display
+    Appropriate Legal Notices; however, if the Program has interactive
+    interfaces that do not display Appropriate Legal Notices, your
+    work need not make them do so.
+
+  A compilation of a covered work with other separate and independent
+works, which are not by their nature extensions of the covered work,
+and which are not combined with it such as to form a larger program,
+in or on a volume of a storage or distribution medium, is called an
+"aggregate" if the compilation and its resulting copyright are not
+used to limit the access or legal rights of the compilation's users
+beyond what the individual works permit.  Inclusion of a covered work
+in an aggregate does not cause this License to apply to the other
+parts of the aggregate.
+
+  6. Conveying Non-Source Forms.
+
+  You may convey a covered work in object code form under the terms
+of sections 4 and 5, provided that you also convey the
+machine-readable Corresponding Source under the terms of this License,
+in one of these ways:
+
+    a) Convey the object code in, or embodied in, a physical product
+    (including a physical distribution medium), accompanied by the
+    Corresponding Source fixed on a durable physical medium
+    customarily used for software interchange.
+
+    b) Convey the object code in, or embodied in, a physical product
+    (including a physical distribution medium), accompanied by a
+    written offer, valid for at least three years and valid for as
+    long as you offer spare parts or customer support for that product
+    model, to give anyone who possesses the object code either (1) a
+    copy of the Corresponding Source for all the software in the
+    product that is covered by this License, on a durable physical
+    medium customarily used for software interchange, for a price no
+    more than your reasonable cost of physically performing this
+    conveying of source, or (2) access to copy the
+    Corresponding Source from a network server at no charge.
+
+    c) Convey individual copies of the object code with a copy of the
+    written offer to provide the Corresponding Source.  This
+    alternative is allowed only occasionally and noncommercially, and
+    only if you received the object code with such an offer, in accord
+    with subsection 6b.
+
+    d) Convey the object code by offering access from a designated
+    place (gratis or for a charge), and offer equivalent access to the
+    Corresponding Source in the same way through the same place at no
+    further charge.  You need not require recipients to copy the
+    Corresponding Source along with the object code.  If the place to
+    copy the object code is a network server, the Corresponding Source
+    may be on a different server (operated by you or a third party)
+    that supports equivalent copying facilities, provided you maintain
+    clear directions next to the object code saying where to find the
+    Corresponding Source.  Regardless of what server hosts the
+    Corresponding Source, you remain obligated to ensure that it is
+    available for as long as needed to satisfy these requirements.
+
+    e) Convey the object code using peer-to-peer transmission, provided
+    you inform other peers where the object code and Corresponding
+    Source of the work are being offered to the general public at no
+    charge under subsection 6d.
+
+  A separable portion of the object code, whose source code is excluded
+from the Corresponding Source as a System Library, need not be
+included in conveying the object code work.
+
+  A "User Product" is either (1) a "consumer product", which means any
+tangible personal property which is normally used for personal, family,
+or household purposes, or (2) anything designed or sold for incorporation
+into a dwelling.  In determining whether a product is a consumer product,
+doubtful cases shall be resolved in favor of coverage.  For a particular
+product received by a particular user, "normally used" refers to a
+typical or common use of that class of product, regardless of the status
+of the particular user or of the way in which the particular user
+actually uses, or expects or is expected to use, the product.  A product
+is a consumer product regardless of whether the product has substantial
+commercial, industrial or non-consumer uses, unless such uses represent
+the only significant mode of use of the product.
+
+  "Installation Information" for a User Product means any methods,
+procedures, authorization keys, or other information required to install
+and execute modified versions of a covered work in that User Product from
+a modified version of its Corresponding Source.  The information must
+suffice to ensure that the continued functioning of the modified object
+code is in no case prevented or interfered with solely because
+modification has been made.
+
+  If you convey an object code work under this section in, or with, or
+specifically for use in, a User Product, and the conveying occurs as
+part of a transaction in which the right of possession and use of the
+User Product is transferred to the recipient in perpetuity or for a
+fixed term (regardless of how the transaction is characterized), the
+Corresponding Source conveyed under this section must be accompanied
+by the Installation Information.  But this requirement does not apply
+if neither you nor any third party retains the ability to install
+modified object code on the User Product (for example, the work has
+been installed in ROM).
+
+  The requirement to provide Installation Information does not include a
+requirement to continue to provide support service, warranty, or updates
+for a work that has been modified or installed by the recipient, or for
+the User Product in which it has been modified or installed.  Access to a
+network may be denied when the modification itself materially and
+adversely affects the operation of the network or violates the rules and
+protocols for communication across the network.
+
+  Corresponding Source conveyed, and Installation Information provided,
+in accord with this section must be in a format that is publicly
+documented (and with an implementation available to the public in
+source code form), and must require no special password or key for
+unpacking, reading or copying.
+
+  7. Additional Terms.
+
+  "Additional permissions" are terms that supplement the terms of this
+License by making exceptions from one or more of its conditions.
+Additional permissions that are applicable to the entire Program shall
+be treated as though they were included in this License, to the extent
+that they are valid under applicable law.  If additional permissions
+apply only to part of the Program, that part may be used separately
+under those permissions, but the entire Program remains governed by
+this License without regard to the additional permissions.
+
+  When you convey a copy of a covered work, you may at your option
+remove any additional permissions from that copy, or from any part of
+it.  (Additional permissions may be written to require their own
+removal in certain cases when you modify the work.)  You may place
+additional permissions on material, added by you to a covered work,
+for which you have or can give appropriate copyright permission.
+
+  Notwithstanding any other provision of this License, for material you
+add to a covered work, you may (if authorized by the copyright holders of
+that material) supplement the terms of this License with terms:
+
+    a) Disclaiming warranty or limiting liability differently from the
+    terms of sections 15 and 16 of this License; or
+
+    b) Requiring preservation of specified reasonable legal notices or
+    author attributions in that material or in the Appropriate Legal
+    Notices displayed by works containing it; or
+
+    c) Prohibiting misrepresentation of the origin of that material, or
+    requiring that modified versions of such material be marked in
+    reasonable ways as different from the original version; or
+
+    d) Limiting the use for publicity purposes of names of licensors or
+    authors of the material; or
+
+    e) Declining to grant rights under trademark law for use of some
+    trade names, trademarks, or service marks; or
+
+    f) Requiring indemnification of licensors and authors of that
+    material by anyone who conveys the material (or modified versions of
+    it) with contractual assumptions of liability to the recipient, for
+    any liability that these contractual assumptions directly impose on
+    those licensors and authors.
+
+  All other non-permissive additional terms are considered "further
+restrictions" within the meaning of section 10.  If the Program as you
+received it, or any part of it, contains a notice stating that it is
+governed by this License along with a term that is a further
+restriction, you may remove that term.  If a license document contains
+a further restriction but permits relicensing or conveying under this
+License, you may add to a covered work material governed by the terms
+of that license document, provided that the further restriction does
+not survive such relicensing or conveying.
+
+  If you add terms to a covered work in accord with this section, you
+must place, in the relevant source files, a statement of the
+additional terms that apply to those files, or a notice indicating
+where to find the applicable terms.
+
+  Additional terms, permissive or non-permissive, may be stated in the
+form of a separately written license, or stated as exceptions;
+the above requirements apply either way.
+
+  8. Termination.
+
+  You may not propagate or modify a covered work except as expressly
+provided under this License.  Any attempt otherwise to propagate or
+modify it is void, and will automatically terminate your rights under
+this License (including any patent licenses granted under the third
+paragraph of section 11).
+
+  However, if you cease all violation of this License, then your
+license from a particular copyright holder is reinstated (a)
+provisionally, unless and until the copyright holder explicitly and
+finally terminates your license, and (b) permanently, if the copyright
+holder fails to notify you of the violation by some reasonable means
+prior to 60 days after the cessation.
+
+  Moreover, your license from a particular copyright holder is
+reinstated permanently if the copyright holder notifies you of the
+violation by some reasonable means, this is the first time you have
+received notice of violation of this License (for any work) from that
+copyright holder, and you cure the violation prior to 30 days after
+your receipt of the notice.
+
+  Termination of your rights under this section does not terminate the
+licenses of parties who have received copies or rights from you under
+this License.  If your rights have been terminated and not permanently
+reinstated, you do not qualify to receive new licenses for the same
+material under section 10.
+
+  9. Acceptance Not Required for Having Copies.
+
+  You are not required to accept this License in order to receive or
+run a copy of the Program.  Ancillary propagation of a covered work
+occurring solely as a consequence of using peer-to-peer transmission
+to receive a copy likewise does not require acceptance.  However,
+nothing other than this License grants you permission to propagate or
+modify any covered work.  These actions infringe copyright if you do
+not accept this License.  Therefore, by modifying or propagating a
+covered work, you indicate your acceptance of this License to do so.
+
+  10. Automatic Licensing of Downstream Recipients.
+
+  Each time you convey a covered work, the recipient automatically
+receives a license from the original licensors, to run, modify and
+propagate that work, subject to this License.  You are not responsible
+for enforcing compliance by third parties with this License.
+
+  An "entity transaction" is a transaction transferring control of an
+organization, or substantially all assets of one, or subdividing an
+organization, or merging organizations.  If propagation of a covered
+work results from an entity transaction, each party to that
+transaction who receives a copy of the work also receives whatever
+licenses to the work the party's predecessor in interest had or could
+give under the previous paragraph, plus a right to possession of the
+Corresponding Source of the work from the predecessor in interest, if
+the predecessor has it or can get it with reasonable efforts.
+
+  You may not impose any further restrictions on the exercise of the
+rights granted or affirmed under this License.  For example, you may
+not impose a license fee, royalty, or other charge for exercise of
+rights granted under this License, and you may not initiate litigation
+(including a cross-claim or counterclaim in a lawsuit) alleging that
+any patent claim is infringed by making, using, selling, offering for
+sale, or importing the Program or any portion of it.
+
+  11. Patents.
+
+  A "contributor" is a copyright holder who authorizes use under this
+License of the Program or a work on which the Program is based.  The
+work thus licensed is called the contributor's "contributor version".
+
+  A contributor's "essential patent claims" are all patent claims
+owned or controlled by the contributor, whether already acquired or
+hereafter acquired, that would be infringed by some manner, permitted
+by this License, of making, using, or selling its contributor version,
+but do not include claims that would be infringed only as a
+consequence of further modification of the contributor version.  For
+purposes of this definition, "control" includes the right to grant
+patent sublicenses in a manner consistent with the requirements of
+this License.
+
+  Each contributor grants you a non-exclusive, worldwide, royalty-free
+patent license under the contributor's essential patent claims, to
+make, use, sell, offer for sale, import and otherwise run, modify and
+propagate the contents of its contributor version.
+
+  In the following three paragraphs, a "patent license" is any express
+agreement or commitment, however denominated, not to enforce a patent
+(such as an express permission to practice a patent or covenant not to
+sue for patent infringement).  To "grant" such a patent license to a
+party means to make such an agreement or commitment not to enforce a
+patent against the party.
+
+  If you convey a covered work, knowingly relying on a patent license,
+and the Corresponding Source of the work is not available for anyone
+to copy, free of charge and under the terms of this License, through a
+publicly available network server or other readily accessible means,
+then you must either (1) cause the Corresponding Source to be so
+available, or (2) arrange to deprive yourself of the benefit of the
+patent license for this particular work, or (3) arrange, in a manner
+consistent with the requirements of this License, to extend the patent
+license to downstream recipients.  "Knowingly relying" means you have
+actual knowledge that, but for the patent license, your conveying the
+covered work in a country, or your recipient's use of the covered work
+in a country, would infringe one or more identifiable patents in that
+country that you have reason to believe are valid.
+
+  If, pursuant to or in connection with a single transaction or
+arrangement, you convey, or propagate by procuring conveyance of, a
+covered work, and grant a patent license to some of the parties
+receiving the covered work authorizing them to use, propagate, modify
+or convey a specific copy of the covered work, then the patent license
+you grant is automatically extended to all recipients of the covered
+work and works based on it.
+
+  A patent license is "discriminatory" if it does not include within
+the scope of its coverage, prohibits the exercise of, or is
+conditioned on the non-exercise of one or more of the rights that are
+specifically granted under this License.  You may not convey a covered
+work if you are a party to an arrangement with a third party that is
+in the business of distributing software, under which you make payment
+to the third party based on the extent of your activity of conveying
+the work, and under which the third party grants, to any of the
+parties who would receive the covered work from you, a discriminatory
+patent license (a) in connection with copies of the covered work
+conveyed by you (or copies made from those copies), or (b) primarily
+for and in connection with specific products or compilations that
+contain the covered work, unless you entered into that arrangement,
+or that patent license was granted, prior to 28 March 2007.
+
+  Nothing in this License shall be construed as excluding or limiting
+any implied license or other defenses to infringement that may
+otherwise be available to you under applicable patent law.
+
+  12. No Surrender of Others' Freedom.
+
+  If conditions are imposed on you (whether by court order, agreement or
+otherwise) that contradict the conditions of this License, they do not
+excuse you from the conditions of this License.  If you cannot convey a
+covered work so as to satisfy simultaneously your obligations under this
+License and any other pertinent obligations, then as a consequence you may
+not convey it at all.  For example, if you agree to terms that obligate you
+to collect a royalty for further conveying from those to whom you convey
+the Program, the only way you could satisfy both those terms and this
+License would be to refrain entirely from conveying the Program.
+
+  13. Use with the GNU Affero General Public License.
+
+  Notwithstanding any other provision of this License, you have
+permission to link or combine any covered work with a work licensed
+under version 3 of the GNU Affero General Public License into a single
+combined work, and to convey the resulting work.  The terms of this
+License will continue to apply to the part which is the covered work,
+but the special requirements of the GNU Affero General Public License,
+section 13, concerning interaction through a network will apply to the
+combination as such.
+
+  14. Revised Versions of this License.
+
+  The Free Software Foundation may publish revised and/or new versions of
+the GNU General Public License from time to time.  Such new versions will
+be similar in spirit to the present version, but may differ in detail to
+address new problems or concerns.
+
+  Each version is given a distinguishing version number.  If the
+Program specifies that a certain numbered version of the GNU General
+Public License "or any later version" applies to it, you have the
+option of following the terms and conditions either of that numbered
+version or of any later version published by the Free Software
+Foundation.  If the Program does not specify a version number of the
+GNU General Public License, you may choose any version ever published
+by the Free Software Foundation.
+
+  If the Program specifies that a proxy can decide which future
+versions of the GNU General Public License can be used, that proxy's
+public statement of acceptance of a version permanently authorizes you
+to choose that version for the Program.
+
+  Later license versions may give you additional or different
+permissions.  However, no additional obligations are imposed on any
+author or copyright holder as a result of your choosing to follow a
+later version.
+
+  15. Disclaimer of Warranty.
+
+  THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
+APPLICABLE LAW.  EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
+HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
+OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
+THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+PURPOSE.  THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
+IS WITH YOU.  SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
+ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
+
+  16. Limitation of Liability.
+
+  IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
+WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
+THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
+GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
+USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
+DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
+PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
+EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
+SUCH DAMAGES.
+
+  17. Interpretation of Sections 15 and 16.
+
+  If the disclaimer of warranty and limitation of liability provided
+above cannot be given local legal effect according to their terms,
+reviewing courts shall apply local law that most closely approximates
+an absolute waiver of all civil liability in connection with the
+Program, unless a warranty or assumption of liability accompanies a
+copy of the Program in return for a fee.
+
+                     END OF TERMS AND CONDITIONS
+
+            How to Apply These Terms to Your New Programs
+
+  If you develop a new program, and you want it to be of the greatest
+possible use to the public, the best way to achieve this is to make it
+free software which everyone can redistribute and change under these terms.
+
+  To do so, attach the following notices to the program.  It is safest
+to attach them to the start of each source file to most effectively
+state the exclusion of warranty; and each file should have at least
+the "copyright" line and a pointer to where the full notice is found.
+
+    <one line to give the program's name and a brief idea of what it does.>
+    Copyright (C) <year>  <name of author>
+
+    This program is free software: you can redistribute it and/or modify
+    it under the terms of the GNU General Public License as published by
+    the Free Software Foundation, either version 3 of the License, or
+    (at your option) any later version.
+
+    This program is distributed in the hope that it will be useful,
+    but WITHOUT ANY WARRANTY; without even the implied warranty of
+    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+    GNU General Public License for more details.
+
+    You should have received a copy of the GNU General Public License
+    along with this program.  If not, see <https://www.gnu.org/licenses/>.
+
+Also add information on how to contact you by electronic and paper mail.
+
+  If the program does terminal interaction, make it output a short
+notice like this when it starts in an interactive mode:
+
+    <program>  Copyright (C) <year>  <name of author>
+    This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
+    This is free software, and you are welcome to redistribute it
+    under certain conditions; type `show c' for details.
+
+The hypothetical commands `show w' and `show c' should show the appropriate
+parts of the General Public License.  Of course, your program's commands
+might be different; for a GUI interface, you would use an "about box".
+
+  You should also get your employer (if you work as a programmer) or school,
+if any, to sign a "copyright disclaimer" for the program, if necessary.
+For more information on this, and how to apply and follow the GNU GPL, see
+<https://www.gnu.org/licenses/>.
+
+  The GNU General Public License does not permit incorporating your program
+into proprietary programs.  If your program is a subroutine library, you
+may consider it more useful to permit linking proprietary applications with
+the library.  If this is what you want to do, use the GNU Lesser General
+Public License instead of this License.  But first, please read
+<https://www.gnu.org/licenses/why-not-lgpl.html>.

+ 35 - 0
scorched_tanks/README.md

@@ -0,0 +1,35 @@
+# Scorched tanks - flipper zero game
+A flipper zero game inspired by scorched earth.
+
+Current state is shown below:
+
+![input](scorched_tanks_v1.gif)
+
+## How to do:
+Do not hesitate to create PRs. If you start working on sth, please start branch name with TODO id (e.g. `feature/2-change-tank-icon`)
+
+If you see an improvement, modify this readme and add suggestions via PR. Bugs can be reported via Issues
+
+## What to do next (it's not in the priority order):
+5. flatten surface beneath tanks
+7. explosion animation
+9. sub-ghz multi-player
+11. add other types of weapons
+12. code AI
+13. add terain destruction
+14. add terain gravity (fall down after hitting the middle of the mountain)
+18. Add menu with settings (vibartion on/off, difficulty)
+20. add more ground modifiers (currently there is only one hill in the middle, maybe 2 hills, skew map, etc)
+
+## What have been done:
+1. ~~remove movement~~
+2. ~~change tank icon~~
+3. ~~power as variable not constant~~
+4. ~~better map generation: high, low regions~~ (continuation in point 20.)
+6. ~~collision with the enemy~~
+8. ~~local multi-player~~
+10. ~~improve projectile trace draw on angles > 80~~
+15. ~~FIX: firing stops when bullet fly above the screen~~
+16. ~~Slightly randomize player and enemy spawn locations~~
+17. ~~Shooting vibration~~
+19. ~~Add wind~~

+ 12 - 0
scorched_tanks/application.fam

@@ -0,0 +1,12 @@
+App(
+    appid="scorched_tanks",
+    name="Scorched Tanks",
+    apptype=FlipperAppType.EXTERNAL,
+    entry_point="scorched_tanks_game_app",
+    cdefines=["APP_SCORCHED_TANKS_GAME"],
+    requires=["gui"],
+    stack_size=1 * 1024,
+    order=100,
+    fap_icon="scorchedTanks_10px.png",
+    fap_category="Games",
+)

BIN
scorched_tanks/scorchedTanks_10px.png


+ 587 - 0
scorched_tanks/scorched_tanks_game_app.c

@@ -0,0 +1,587 @@
+#include <furi.h>
+#include <gui/gui.h>
+#include <input/input.h>
+#include <stdlib.h>
+#include <math.h>
+#include <notification/notification.h>
+#include <notification/notification_messages.h>
+
+#define SCREEN_WIDTH 128
+#define SCREEN_HEIGHT 64
+#define PLAYER_INIT_LOCATION_X 20
+#define PLAYER_INIT_AIM 45
+#define PLAYER_INIT_POWER 50
+#define ENEMY_INIT_LOCATION_X 108
+#define TANK_BARREL_LENGTH 7
+#define GRAVITY_FORCE (double)0.5
+#define MIN_GROUND_HEIGHT 35
+#define MAX_GROUND_HEIGHT 55
+#define MAX_FIRE_POWER 100
+#define MIN_FIRE_POWER 0
+#define TANK_COLLIDER_SIZE 3
+#define MAX_WIND 10
+#define MAX_PLAYER_DIFF_X 20
+#define MAX_ENEMY_DIFF_X 20
+
+// That's a filthy workaround but sin(player.aimAngle) breaks it all... If you're able to fix it, please do create a PR!
+double scorched_tanks_sin[91] = {
+    0.000, -0.017, -0.035, -0.052, -0.070, -0.087, -0.105, -0.122, -0.139, -0.156, -0.174, -0.191,
+    -0.208, -0.225, -0.242, -0.259, -0.276, -0.292, -0.309, -0.326, -0.342, -0.358, -0.375, -0.391,
+    -0.407, -0.423, -0.438, -0.454, -0.469, -0.485, -0.500, -0.515, -0.530, -0.545, -0.559, -0.574,
+    -0.588, -0.602, -0.616, -0.629, -0.643, -0.656, -0.669, -0.682, -0.695, -0.707, -0.719, -0.731,
+    -0.743, -0.755, -0.766, -0.777, -0.788, -0.799, -0.809, -0.819, -0.829, -0.839, -0.848, -0.857,
+    -0.866, -0.875, -0.883, -0.891, -0.899, -0.906, -0.914, -0.921, -0.927, -0.934, -0.940, -0.946,
+    -0.951, -0.956, -0.961, -0.966, -0.970, -0.974, -0.978, -0.982, -0.985, -0.988, -0.990, -0.993,
+    -0.995, -0.996, -0.998, -0.999, -0.999, -1.000, -1.000};
+double scorched_tanks_cos[91] = {
+    1.000, 1.000, 0.999, 0.999, 0.998, 0.996, 0.995, 0.993, 0.990, 0.988, 0.985, 0.982, 0.978,
+    0.974, 0.970, 0.966, 0.961, 0.956, 0.951, 0.946, 0.940, 0.934, 0.927, 0.921, 0.914, 0.906,
+    0.899, 0.891, 0.883, 0.875, 0.866, 0.857, 0.848, 0.839, 0.829, 0.819, 0.809, 0.799, 0.788,
+    0.777, 0.766, 0.755, 0.743, 0.731, 0.719, 0.707, 0.695, 0.682, 0.669, 0.656, 0.643, 0.629,
+    0.616, 0.602, 0.588, 0.574, 0.559, 0.545, 0.530, 0.515, 0.500, 0.485, 0.469, 0.454, 0.438,
+    0.423, 0.407, 0.391, 0.375, 0.358, 0.342, 0.326, 0.309, 0.292, 0.276, 0.259, 0.242, 0.225,
+    0.208, 0.191, 0.174, 0.156, 0.139, 0.122, 0.105, 0.087, 0.070, 0.052, 0.035, 0.017, 0.000};
+double scorched_tanks_tan[91] = {
+    0.000, -0.017, -0.035, -0.052, -0.070, -0.087, -0.105, -0.123, -0.141, -0.158, -0.176,
+    -0.194, -0.213, -0.231, -0.249, -0.268, -0.287, -0.306, -0.325, -0.344, -0.364, -0.384,
+    -0.404, -0.424, -0.445, -0.466, -0.488, -0.510, -0.532, -0.554, -0.577, -0.601, -0.625,
+    -0.649, -0.674, -0.700, -0.727, -0.754, -0.781, -0.810, -0.839, -0.869, -0.900, -0.932,
+    -0.966, -1.000, -1.036, -1.072, -1.111, -1.150, -1.192, -1.235, -1.280, -1.327, -1.376,
+    -1.428, -1.483, -1.540, -1.600, -1.664, -1.732, -1.804, -1.881, -1.963, -2.050, -2.144,
+    -2.246, -2.356, -2.475, -2.605, -2.747, -2.904, -3.078, -3.271, -3.487, -3.732, -4.011,
+    -4.331, -4.704, -5.144, -5.671, -6.313, -7.115, -8.144, -9.513, -11.429, -14.298, -19.077,
+    -28.627, -57.254, -90747.269};
+unsigned char scorched_tanks_ground_modifiers[SCREEN_WIDTH] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 4, 6, 8, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 28, 26, 24, 22, 20, 18, 16, 14, 12, 10, 8, 6, 4, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
+
+typedef struct
+{
+    //    +-----x
+    //    |
+    //    |
+    //    y
+    uint8_t x;
+    uint8_t y;
+} Point;
+
+typedef struct
+{
+    //    +-----x
+    //    |
+    //    |
+    //    y
+    double x;
+    double y;
+} PointDetailed;
+
+typedef struct
+{
+    unsigned char locationX;
+    unsigned char hp;
+    int aimAngle;
+    unsigned char firePower;
+} Tank;
+
+typedef struct
+{
+    Point ground[SCREEN_WIDTH];
+    Tank player;
+    Tank enemy;
+    bool isPlayerTurn;
+    bool isShooting;
+    int windSpeed;
+    Point trajectory[SCREEN_WIDTH];
+    unsigned char trajectoryAnimationStep;
+    PointDetailed bulletPosition;
+    PointDetailed bulletVector;
+} Game;
+
+typedef enum
+{
+    EventTypeTick,
+    EventTypeKey,
+} EventType;
+
+typedef struct
+{
+    EventType type;
+    InputEvent input;
+} ScorchedTanksEvent;
+
+int scorched_tanks_random(int min, int max)
+{
+    return min + rand() % ((max + 1) - min);
+}
+
+void scorched_tanks_generate_ground(Game *game_state)
+{
+    int lastHeight = 45;
+
+    for (unsigned char a = 0; a < SCREEN_WIDTH; a++)
+    {
+        int diffHeight = scorched_tanks_random(-2, 3);
+        int changeLength = scorched_tanks_random(1, 6);
+
+        if (diffHeight == 0)
+        {
+            changeLength = 1;
+        }
+
+        for (int b = 0; b < changeLength; b++)
+        {
+            if (a + b < SCREEN_WIDTH)
+            {
+                int index = a + b;
+                int newPoint = lastHeight + diffHeight;
+                newPoint = newPoint < MIN_GROUND_HEIGHT ? MIN_GROUND_HEIGHT : newPoint;
+                newPoint = newPoint > MAX_GROUND_HEIGHT ? MAX_GROUND_HEIGHT : newPoint;
+                game_state->ground[index].x = index;
+                game_state->ground[index].y = newPoint - scorched_tanks_ground_modifiers[a];
+                lastHeight = newPoint;
+            }
+            else
+            {
+                a += b;
+                break;
+            }
+        }
+
+        a += changeLength - 1;
+    }
+}
+
+void scorched_tanks_init_game(Game *game_state)
+{
+    game_state->player.locationX = PLAYER_INIT_LOCATION_X + scorched_tanks_random(0, MAX_PLAYER_DIFF_X) - MAX_PLAYER_DIFF_X / 2;
+    game_state->player.aimAngle = PLAYER_INIT_AIM;
+    game_state->player.firePower = PLAYER_INIT_POWER;
+    game_state->enemy.aimAngle = PLAYER_INIT_AIM;
+    game_state->enemy.firePower = PLAYER_INIT_POWER;
+    game_state->enemy.locationX = ENEMY_INIT_LOCATION_X + scorched_tanks_random(0, MAX_ENEMY_DIFF_X) - MAX_ENEMY_DIFF_X / 2;
+    game_state->isPlayerTurn = true;
+
+    game_state->windSpeed = scorched_tanks_random(0, MAX_WIND);
+
+    for (int x = 0; x < SCREEN_WIDTH; x++)
+    {
+        game_state->trajectory[x].x = 0;
+        game_state->trajectory[x].y = 0;
+    }
+
+    scorched_tanks_generate_ground(game_state);
+}
+
+void scorched_tanks_calculate_trajectory(Game *game_state)
+{
+    if (game_state->isShooting)
+    {
+        game_state->bulletVector.x += ((double)game_state->windSpeed - MAX_WIND / 2) / 40;
+        game_state->bulletVector.y += GRAVITY_FORCE;
+
+        game_state->bulletPosition.x += game_state->bulletVector.x;
+        game_state->bulletPosition.y += game_state->bulletVector.y;
+
+        int totalDistanceToEnemy = 100;
+
+        if (game_state->isPlayerTurn)
+        {
+            double distanceToEnemyX = game_state->enemy.locationX - game_state->bulletPosition.x;
+            double distanceToEnemyY = game_state->ground[game_state->enemy.locationX].y - TANK_COLLIDER_SIZE - game_state->bulletPosition.y;
+            totalDistanceToEnemy = sqrt(distanceToEnemyX * distanceToEnemyX + distanceToEnemyY * distanceToEnemyY);
+        }
+        else
+        {
+            double distanceToEnemyX = game_state->player.locationX - game_state->bulletPosition.x;
+            double distanceToEnemyY = game_state->ground[game_state->player.locationX].y - TANK_COLLIDER_SIZE - game_state->bulletPosition.y;
+            totalDistanceToEnemy = sqrt(distanceToEnemyX * distanceToEnemyX + distanceToEnemyY * distanceToEnemyY);
+        }
+
+        if (totalDistanceToEnemy <= TANK_COLLIDER_SIZE)
+        {
+            game_state->isShooting = false;
+            scorched_tanks_init_game(game_state);
+            game_state->isPlayerTurn = !game_state->isPlayerTurn;
+            return;
+        }
+
+        if (game_state->bulletPosition.x > SCREEN_WIDTH ||
+            game_state->bulletPosition.y > game_state->ground[(int)round(game_state->bulletPosition.x)].y)
+        {
+            game_state->isShooting = false;
+            game_state->bulletPosition.x = 0;
+            game_state->bulletPosition.y = 0;
+            game_state->windSpeed = scorched_tanks_random(0, MAX_WIND);
+            game_state->isPlayerTurn = !game_state->isPlayerTurn;
+            return;
+        }
+
+        if (game_state->bulletPosition.y > 0)
+        {
+            game_state->trajectory[game_state->trajectoryAnimationStep].x = round(game_state->bulletPosition.x);
+            game_state->trajectory[game_state->trajectoryAnimationStep].y = round(game_state->bulletPosition.y);
+            game_state->trajectoryAnimationStep++;
+        }
+    }
+}
+
+static void scorched_tanks_draw_tank(Canvas *const canvas, unsigned char x, unsigned char y, bool isPlayer)
+{
+    int lineIndex = -2;
+
+    if (isPlayer)
+    {
+        // Draw tank base
+        canvas_draw_line(canvas, x - 3, y - lineIndex, x + 3, y - lineIndex);
+        lineIndex++;
+        canvas_draw_line(canvas, x - 4, y - lineIndex, x + 4, y - lineIndex);
+        lineIndex++;
+        canvas_draw_line(canvas, x - 4, y - lineIndex, x + 4, y - lineIndex);
+        lineIndex++;
+
+        // draw turret
+        canvas_draw_line(canvas, x - 2, y - lineIndex, x + 1, y - lineIndex);
+        lineIndex++;
+        canvas_draw_line(canvas, x - 2, y - lineIndex, x, y - lineIndex);
+        lineIndex++;
+    }
+    else
+    {
+        // Draw tank base
+        canvas_draw_line(canvas, x - 3, y - lineIndex, x + 3, y - lineIndex);
+        lineIndex++;
+        canvas_draw_line(canvas, x - 4, y - lineIndex, x + 4, y - lineIndex);
+        lineIndex++;
+        canvas_draw_line(canvas, x - 4, y - lineIndex, x + 4, y - lineIndex);
+        lineIndex++;
+
+        // draw turret
+        canvas_draw_line(canvas, x - 1, y - lineIndex, x + 2, y - lineIndex);
+        lineIndex++;
+        canvas_draw_line(canvas, x, y - lineIndex, x + 2, y - lineIndex);
+        lineIndex++;
+    }
+}
+
+static void scorched_tanks_render_callback(Canvas *const canvas, void *ctx)
+{
+    const Game *game_state = acquire_mutex((ValueMutex *)ctx, 25);
+
+    if (game_state == NULL)
+    {
+        return;
+    }
+
+    canvas_draw_frame(canvas, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
+
+    canvas_set_color(canvas, ColorBlack);
+
+    if (game_state->isShooting)
+    {
+        canvas_draw_dot(canvas, game_state->bulletPosition.x, game_state->bulletPosition.y);
+    }
+
+    for (int a = 1; a < SCREEN_WIDTH; a++)
+    {
+        canvas_draw_line(
+            canvas,
+            game_state->ground[a - 1].x,
+            game_state->ground[a - 1].y,
+            game_state->ground[a].x,
+            game_state->ground[a].y);
+
+        if (game_state->trajectory[a].y != 0)
+        {
+            canvas_draw_dot(canvas, game_state->trajectory[a].x, game_state->trajectory[a].y);
+        }
+    }
+
+    scorched_tanks_draw_tank(canvas, game_state->enemy.locationX, game_state->ground[game_state->enemy.locationX].y - TANK_COLLIDER_SIZE, true);
+
+    scorched_tanks_draw_tank(canvas, game_state->player.locationX, game_state->ground[game_state->player.locationX].y - TANK_COLLIDER_SIZE, false);
+
+    int aimX1 = 0;
+    int aimY1 = 0;
+    int aimX2 = 0;
+    int aimY2 = 0;
+
+    if (game_state->isPlayerTurn)
+    {
+        aimX1 = game_state->player.locationX;
+        aimY1 = game_state->ground[game_state->player.locationX].y - TANK_COLLIDER_SIZE;
+
+        double sinFromAngle = scorched_tanks_sin[game_state->player.aimAngle];
+        double cosFromAngle = scorched_tanks_cos[game_state->player.aimAngle];
+        aimX2 = aimX1 + TANK_BARREL_LENGTH * cosFromAngle;
+        aimY2 = aimY1 + TANK_BARREL_LENGTH * sinFromAngle;
+
+        aimX1 += 2;
+        aimX2 += 2;
+    }
+    else
+    {
+        aimX1 = game_state->enemy.locationX;
+        aimY1 = game_state->ground[game_state->enemy.locationX].y - TANK_COLLIDER_SIZE + 2;
+
+        double sinFromAngle = scorched_tanks_sin[game_state->enemy.aimAngle];
+        double cosFromAngle = scorched_tanks_cos[game_state->enemy.aimAngle];
+        aimX2 = aimX1 + TANK_BARREL_LENGTH * cosFromAngle;
+        aimY2 = aimY1 + TANK_BARREL_LENGTH * sinFromAngle;
+
+        aimX2 = aimX1 - (aimX2 - aimX1);
+
+        aimX1 -= 2;
+        aimX2 -= 2;
+    }
+
+    canvas_draw_line(canvas, aimX1, aimY1 - 2, aimX2, aimY2 - 2);
+
+    canvas_set_font(canvas, FontSecondary);
+
+    char buffer2[18];
+    snprintf(buffer2, sizeof(buffer2), "wind: %i", game_state->windSpeed - MAX_WIND / 2);
+    canvas_draw_str(canvas, 55, 10, buffer2);
+
+    if (game_state->isPlayerTurn)
+    {
+        canvas_draw_str(canvas, 93, 10, "player1");
+
+        char buffer[12];
+        snprintf(buffer, sizeof(buffer), "a: %u", game_state->player.aimAngle);
+        canvas_draw_str(canvas, 2, 10, buffer);
+
+        snprintf(buffer, sizeof(buffer), "p: %u", game_state->player.firePower);
+        canvas_draw_str(canvas, 27, 10, buffer);
+    }
+    else
+    {
+        canvas_draw_str(canvas, 93, 10, "player2");
+
+        char buffer[12];
+        snprintf(buffer, sizeof(buffer), "a: %u", game_state->enemy.aimAngle);
+        canvas_draw_str(canvas, 2, 10, buffer);
+
+        snprintf(buffer, sizeof(buffer), "p: %u", game_state->enemy.firePower);
+        canvas_draw_str(canvas, 27, 10, buffer);
+    }
+
+    release_mutex((ValueMutex *)ctx, game_state);
+}
+
+static void scorched_tanks_input_callback(InputEvent *input_event, FuriMessageQueue *event_queue)
+{
+    furi_assert(event_queue);
+
+    ScorchedTanksEvent event = {.type = EventTypeKey, .input = *input_event};
+    furi_message_queue_put(event_queue, &event, FuriWaitForever);
+}
+
+static void scorched_tanks_update_timer_callback(FuriMessageQueue *event_queue)
+{
+    furi_assert(event_queue);
+
+    ScorchedTanksEvent event = {.type = EventTypeTick};
+    furi_message_queue_put(event_queue, &event, 0);
+}
+
+static void scorched_tanks_increase_power(Game *game_state)
+{
+    if (game_state->player.firePower < MAX_FIRE_POWER && !game_state->isShooting)
+    {
+        if (game_state->isPlayerTurn && game_state->player.firePower < MAX_FIRE_POWER)
+        {
+            game_state->player.firePower++;
+        }
+
+        if (!game_state->isPlayerTurn && game_state->enemy.firePower < MAX_FIRE_POWER)
+        {
+            game_state->enemy.firePower++;
+        }
+    }
+}
+
+static void scorched_tanks_decrease_power(Game *game_state)
+{
+    if (game_state->player.firePower > MIN_FIRE_POWER && !game_state->isShooting)
+    {
+        if (game_state->isPlayerTurn && game_state->player.firePower > MIN_FIRE_POWER)
+        {
+            game_state->player.firePower--;
+        }
+
+        if (!game_state->isPlayerTurn && game_state->enemy.firePower > MIN_FIRE_POWER)
+        {
+            game_state->enemy.firePower--;
+        }
+    }
+}
+
+static void scorched_tanks_aim_up(Game *game_state)
+{
+    if (!game_state->isShooting)
+    {
+        if (game_state->isPlayerTurn && game_state->player.aimAngle < 90)
+        {
+            game_state->player.aimAngle++;
+        }
+
+        if (!game_state->isPlayerTurn && game_state->enemy.aimAngle < 90)
+        {
+            game_state->enemy.aimAngle++;
+        }
+    }
+}
+
+static void scorched_tanks_aim_down(Game *game_state)
+{
+    if (!game_state->isShooting)
+    {
+        if (game_state->isPlayerTurn && game_state->player.aimAngle > 0)
+        {
+            game_state->player.aimAngle--;
+        }
+
+        if (!game_state->isPlayerTurn && game_state->enemy.aimAngle > 0)
+        {
+            game_state->enemy.aimAngle--;
+        }
+    }
+}
+
+const NotificationSequence sequence_long_vibro = {
+    &message_vibro_on,
+    &message_delay_500,
+    &message_vibro_off,
+    NULL,
+};
+
+static void scorched_tanks_fire(Game *game_state)
+{
+    if (!game_state->isShooting)
+    {
+        if (game_state->isPlayerTurn)
+        {
+            double sinFromAngle = scorched_tanks_sin[game_state->player.aimAngle];
+            double cosFromAngle = scorched_tanks_cos[game_state->player.aimAngle];
+            unsigned char aimX1 = game_state->player.locationX;
+            unsigned char aimY1 = game_state->ground[game_state->player.locationX].y - TANK_COLLIDER_SIZE;
+            int aimX2 = aimX1 + TANK_BARREL_LENGTH * cosFromAngle;
+            int aimY2 = aimY1 + TANK_BARREL_LENGTH * sinFromAngle;
+            game_state->bulletPosition.x = aimX2;
+            game_state->bulletPosition.y = aimY2;
+            game_state->bulletVector.x = scorched_tanks_cos[game_state->player.aimAngle] * ((double)game_state->player.firePower / 10);
+            game_state->bulletVector.y = scorched_tanks_sin[game_state->player.aimAngle] * ((double)game_state->player.firePower / 10);
+        }
+        else
+        {
+            double sinFromAngle = scorched_tanks_sin[game_state->enemy.aimAngle];
+            double cosFromAngle = scorched_tanks_cos[game_state->enemy.aimAngle];
+            unsigned char aimX1 = game_state->enemy.locationX;
+            unsigned char aimY1 = game_state->ground[game_state->enemy.locationX].y - TANK_COLLIDER_SIZE;
+            int aimX2 = aimX1 + TANK_BARREL_LENGTH * cosFromAngle;
+            int aimY2 = aimY1 + TANK_BARREL_LENGTH * sinFromAngle;
+            aimX2 = aimX1 - (aimX2 - aimX1);
+
+            game_state->bulletPosition.x = aimX2;
+            game_state->bulletPosition.y = aimY2;
+            game_state->bulletVector.x = -scorched_tanks_cos[game_state->enemy.aimAngle] * ((double)game_state->enemy.firePower / 10);
+            game_state->bulletVector.y = scorched_tanks_sin[game_state->enemy.aimAngle] * ((double)game_state->enemy.firePower / 10);
+        }
+
+        game_state->trajectoryAnimationStep = 0;
+
+        for (int x = 0; x < SCREEN_WIDTH; x++)
+        {
+            game_state->trajectory[x].x = 0;
+            game_state->trajectory[x].y = 0;
+        }
+
+        game_state->isShooting = true;
+
+        NotificationApp *notification = furi_record_open("notification");
+        notification_message(notification, &sequence_long_vibro);
+        notification_message(notification, &sequence_blink_white_100);
+        furi_record_close("notification");
+    }
+}
+
+int32_t scorched_tanks_game_app(void *p)
+{
+    UNUSED(p);
+    srand(DWT->CYCCNT);
+
+    FuriMessageQueue *event_queue = furi_message_queue_alloc(8, sizeof(ScorchedTanksEvent));
+
+    Game *game_state = malloc(sizeof(Game));
+    scorched_tanks_init_game(game_state);
+
+    ValueMutex state_mutex;
+    if (!init_mutex(&state_mutex, game_state, sizeof(ScorchedTanksEvent)))
+    {
+        FURI_LOG_E("ScorchedTanks", "cannot create mutex\r\n");
+        free(game_state);
+        return 255;
+    }
+
+    ViewPort *view_port = view_port_alloc();
+    view_port_draw_callback_set(view_port, scorched_tanks_render_callback, &state_mutex);
+    view_port_input_callback_set(view_port, scorched_tanks_input_callback, event_queue);
+
+    FuriTimer *timer =
+        furi_timer_alloc(scorched_tanks_update_timer_callback, FuriTimerTypePeriodic, event_queue);
+    furi_timer_start(timer, 2000);
+
+    // Open GUI and register view_port
+    Gui *gui = furi_record_open(RECORD_GUI);
+    gui_add_view_port(gui, view_port, GuiLayerFullscreen);
+
+    ScorchedTanksEvent event;
+    for (bool processing = true; processing;)
+    {
+        FuriStatus event_status = furi_message_queue_get(event_queue, &event, 50);
+
+        if (event.type == EventTypeKey)
+        { // && game->isPlayerTurn
+            if (event.input.type == InputTypeRepeat || event.input.type == InputTypeShort)
+            {
+                switch (event.input.key)
+                {
+                case InputKeyUp:
+                    scorched_tanks_aim_up(game_state);
+                    break;
+                case InputKeyDown:
+                    scorched_tanks_aim_down(game_state);
+                    break;
+                case InputKeyRight:
+                    scorched_tanks_increase_power(game_state);
+                    break;
+                case InputKeyLeft:
+                    scorched_tanks_decrease_power(game_state);
+                    break;
+                case InputKeyOk:
+                    scorched_tanks_fire(game_state);
+                    break;
+                case InputKeyBack:
+                    processing = false;
+                    break;
+                }
+            }
+        }
+        else if (event.type == EventTypeTick)
+        {
+            scorched_tanks_calculate_trajectory(game_state);
+        }
+
+        view_port_update(view_port);
+        release_mutex(&state_mutex, game_state);
+    }
+
+    furi_timer_free(timer);
+    view_port_enabled_set(view_port, false);
+    gui_remove_view_port(gui, view_port);
+    furi_record_close(RECORD_GUI);
+    view_port_free(view_port);
+    furi_message_queue_free(event_queue);
+    delete_mutex(&state_mutex);
+    free(game_state);
+
+    return 0;
+}

BIN
scorched_tanks/scorched_tanks_v1.gif