MX 2 лет назад
Сommit
ab21737996

+ 21 - 0
LICENSE

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+MIT License
+
+Copyright (c) 2023 Kirill Korepanov
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+SOFTWARE.

+ 4 - 0
README.md

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+# root-of-life
+FlipperZero puzzle game made for GlobalGameJam'23
+
+TBD

+ 14 - 0
application.fam

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+App(
+    appid="roots_of_life",
+    name="Roots of Life",
+    apptype=FlipperAppType.EXTERNAL,
+    entry_point="roots_of_life_game_app",
+    cdefines=["APP_ROOTS_OF_LIFE_GAME"],
+    requires=["gui"],
+    stack_size=1 * 1024,
+    order=30,
+    fap_icon="roots_of_life_10px.png",
+    fap_category="Games_Extra",
+    fap_icon_assets="images",
+    fap_icon_assets_symbol="roots_of_life_game",
+)

BIN
images/place_error.png


BIN
images/place_ok.png


BIN
images/root_reroll.png


BIN
images/score.png


BIN
images/tree.png


BIN
p/featured_image.png


BIN
p/screenshots/s1_start.png


BIN
p/screenshots/s2_grow.png


BIN
p/screenshots/s3_grow.png


BIN
p/screenshots/s4_end.png


BIN
p/screenshots/s4_grow.png


BIN
roots_of_life_10px.png


+ 750 - 0
roots_of_life_game.c

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+#include <furi.h>
+#include <gui/gui.h>
+#include <input/input.h>
+#include <stdlib.h>
+#include <gui/view.h>
+#include <notification/notification.h>
+#include <notification/notification_messages.h>
+
+#include "roots_of_life_game_icons.h"
+
+#define TAG "RootsOfLife"
+
+// Flipper
+#define FLIPPER_LCD_WIDTH 128
+#define FLIPPER_LCD_HEIGHT 64
+
+// General
+#define GROUND_HEIGHT 10
+#define CELL_SIZE 3
+#define FIELD_START_X 0
+#define FIELD_START_Y (GROUND_HEIGHT + 1)
+#define CELLS_X (FLIPPER_LCD_WIDTH / CELL_SIZE)
+#define CELLS_Y ((FLIPPER_LCD_HEIGHT - GROUND_HEIGHT) / CELL_SIZE)
+#define CELLS_TOTAL (CELLS_Y * CELLS_X)
+#define CELL(Y, X) (Y * CELLS_X + X)
+
+// Root Spawn
+#define ROOT_SIZE_X 7
+#define ROOT_SIZE_Y 7
+#define ROOT(Y, X) ((Y)*ROOT_SIZE_X + (X))
+
+#define SPAWN_DIRECTIONS 2
+#define GROW_STEPS 4
+#define GROW_SAME_DIRECTION_CHANCE 70
+#define RANDOM_GROW_ATTEMPTS 4
+#define RANDOM_GROW_CHANCE 50
+
+// UI
+#define BLINK_PERIOD 12
+#define BLINK_HIDE_FRAMES 5
+#define TREE_HEIGHT 10
+#define PICKUP_FREQUENCY 10
+
+// Game
+#define REROLLS_MAX 5
+#define SCORE_FACTOR 10
+
+#define PICKUPS_MIN 1
+#define PICKUPS_MAX 5
+#define PICKUPS_POINTS_FACTOR 10
+
+typedef enum { EventTypeTick, EventTypeKey } EventType;
+
+typedef enum {
+    R_NONE = 0,
+    R_UP = 0b1000,
+    R_DOWN = 0b0100,
+    R_LEFT = 0b0010,
+    R_RIGHT = 0b0001
+} Direction;
+
+typedef enum { StageStart, StageRun, StageOver } GameStage;
+
+typedef struct {
+    bool initialDraw;
+
+    GameStage stage;
+    int tick;
+
+    bool* filledCells;
+    char* cells;
+    bool* pickups;
+    int collectedPickups;
+
+    bool* filledRootBase;
+    char* rootBase;
+
+    int rootSizeX;
+    int rootSizeY;
+    bool* filledRoot;
+    char* root;
+
+    int pX, pY;
+
+    int rerolls;
+    int score;
+    FuriMutex* mutex;
+} GameState;
+
+typedef struct {
+    EventType type;
+    InputEvent input;
+} GameEvent;
+
+static Direction rand_dir() {
+    int r = rand() % 4;
+    return 1 << r;
+}
+
+static Direction reverse_dir(Direction dir) {
+    switch(dir) {
+    case R_UP:
+        return R_DOWN;
+    case R_DOWN:
+        return R_UP;
+    case R_LEFT:
+        return R_RIGHT;
+    case R_RIGHT:
+        return R_LEFT;
+
+    default:
+        return R_NONE;
+    }
+}
+
+static int rand_range(int min, int max) {
+    return min + rand() % (max - min);
+}
+static bool rand_chance(int chance) {
+    return (rand() % 100) < chance;
+}
+
+static bool has_intersection(char cellA, char cellB) {
+    return cellA & cellB;
+}
+
+static int root_index(GameState* state, int y, int x) {
+    return y * state->rootSizeX + x;
+}
+
+static void set_cell(GameState* state, int y, int x, char cellRoot) {
+    int c = CELL(y, x);
+    state->filledCells[c] = true;
+    state->cells[c] = cellRoot;
+}
+
+static void game_state_init(GameState* state) {
+    state->initialDraw = false;
+    state->tick = 0;
+
+    // Init field arrays
+    state->filledCells = (bool*)malloc(CELLS_TOTAL * sizeof(bool));
+    state->cells = (char*)malloc(CELLS_TOTAL * sizeof(char));
+    state->pickups = (bool*)malloc(CELLS_TOTAL * sizeof(char));
+
+    state->rootBase = (char*)malloc(ROOT_SIZE_X * ROOT_SIZE_Y * sizeof(char));
+    state->filledRootBase = (bool*)malloc(ROOT_SIZE_X * ROOT_SIZE_Y * sizeof(bool));
+    state->root = NULL;
+    state->filledRoot = NULL;
+
+    for(int i = 0; i < CELLS_TOTAL; i++) {
+        state->filledCells[i] = false;
+        state->cells[i] = R_NONE;
+        state->pickups[i] = false;
+    }
+}
+
+static void free_root(GameState* state) {
+    if(state->root) free(state->root);
+    if(state->filledRoot) free(state->filledRoot);
+}
+
+static void game_state_free(GameState* state) {
+    free(state->filledCells);
+    free(state->cells);
+    free(state->pickups);
+
+    free(state->rootBase);
+    free(state->filledRootBase);
+
+    free_root(state);
+}
+
+/*static bool has_root(GameState* state, int x, int y) {
+    return x >= 0 && x < ROOT_SIZE_X && y >= 0 && y < ROOT_SIZE_Y &&
+           state->filledRootBase[ROOT(y, x)];
+}*/
+
+static void generate_new_root(GameState* state) {
+    for(int i = 0; i < ROOT_SIZE_X * ROOT_SIZE_Y; i++) {
+        state->filledRootBase[i] = false;
+        state->rootBase[i] = R_NONE;
+    }
+
+    int cX = ROOT_SIZE_X / 2;
+    int cY = ROOT_SIZE_Y / 2;
+    int c = ROOT(cY, cX);
+    state->filledRootBase[c] = true;
+
+    for(int i = 0; i < SPAWN_DIRECTIONS; i++) {
+        int pX = cX, pY = cY;
+        Direction oldDir = rand_dir();
+        for(int g = 0; g < GROW_STEPS; g++) {
+            Direction dir = rand_chance(GROW_SAME_DIRECTION_CHANCE) ? oldDir : rand_dir();
+            oldDir = dir;
+
+            int nX = pX - (dir & R_LEFT ? 1 : 0) + (dir & R_RIGHT ? 1 : 0);
+            int nY = pY - (dir & R_UP ? 1 : 0) + (dir & R_DOWN ? 1 : 0);
+            if(nX < 0 || nY < 0 || nX >= ROOT_SIZE_X || nY >= ROOT_SIZE_Y) continue;
+
+            int n = ROOT(nY, nX);
+            state->filledRootBase[n] = true;
+
+            // Connect points
+            int p = ROOT(pY, pX);
+            state->rootBase[p] |= dir;
+            state->rootBase[n] |= reverse_dir(dir);
+
+            // Grow from new point
+            pX = nX;
+            pY = nY;
+        }
+    }
+
+    for(int y = 0; y < ROOT_SIZE_Y; y++) {
+        for(int x = 0; x < ROOT_SIZE_X; x++) {
+            int c = ROOT(y, x);
+            if(!state->filledRootBase[c]) continue;
+
+            /*
+            if(has_root(state, x - 1, y)) state->rootBase[c] |= R_LEFT;
+            if(has_root(state, x + 1, y)) state->rootBase[c] |= R_RIGHT;
+            if(has_root(state, x, y - 1)) state->rootBase[c] |= R_UP;
+            if(has_root(state, x, y + 1)) state->rootBase[c] |= R_DOWN;
+            */
+
+            for(int r = 0; r < RANDOM_GROW_ATTEMPTS; r++) {
+                if(!rand_chance(RANDOM_GROW_CHANCE)) continue;
+                state->rootBase[c] |= rand_dir();
+            }
+        }
+    }
+
+    // Copy root to real root
+    int minX = cX, maxX = cX, minY = cY, maxY = cY;
+    for(int y = 0; y < ROOT_SIZE_Y; y++) {
+        for(int x = 0; x < ROOT_SIZE_X; x++) {
+            int r = ROOT(y, x);
+            if(!state->filledRootBase[r]) continue;
+
+            minX = MIN(minX, x);
+            maxX = MAX(maxX, x);
+            minY = MIN(minY, y);
+            maxY = MAX(maxY, y);
+        }
+    }
+
+    // Clone to real root
+    state->rootSizeX = maxX - minX + 1;
+    state->rootSizeY = maxY - minY + 1;
+    free_root(state);
+
+    state->root = (char*)malloc(state->rootSizeX * state->rootSizeY * sizeof(char));
+    state->filledRoot = (bool*)malloc(state->rootSizeX * state->rootSizeY * sizeof(bool));
+    for(int y = 0; y < state->rootSizeY; y++) {
+        for(int x = 0; x < state->rootSizeX; x++) {
+            int c = root_index(state, y, x);
+            int r = ROOT(y + minY, x + minX);
+            state->filledRoot[c] = state->filledRootBase[r];
+            state->root[c] = state->rootBase[r];
+        }
+    }
+}
+
+static bool in_borders(int x, int y) {
+    return x >= 0 && y >= 0 && x < CELLS_X && y < CELLS_Y;
+}
+static char get_cell(GameState* state, int x, int y) {
+    if(!in_borders(x, y)) return R_NONE;
+    return state->cells[CELL(y, x)];
+}
+
+static bool get_filled_cell(GameState* state, int x, int y) {
+    if(!in_borders(x, y)) return false;
+    return state->filledCells[CELL(y, x)];
+}
+
+static bool can_place_root(GameState* state) {
+    bool hasConnection = false;
+    for(int y = 0; y < state->rootSizeY; y++) {
+        for(int x = 0; x < state->rootSizeX; x++) {
+            int r = root_index(state, y, x);
+            if(!state->filledRoot[r]) {
+                continue;
+            }
+            char root = state->root[r];
+
+            int rY = y + state->pY;
+            int rX = x + state->pX;
+
+            // Check if colliding
+            if(get_filled_cell(state, rX, rY)) {
+                char cell = get_cell(state, rX, rY);
+                if(has_intersection(cell, root)) {
+                    return false;
+                }
+                hasConnection = true;
+            }
+
+            // Check neighbours
+            hasConnection |= (root & R_RIGHT) && (get_cell(state, rX + 1, rY) & R_LEFT);
+            hasConnection |= (root & R_LEFT) && (get_cell(state, rX - 1, rY) & R_RIGHT);
+            hasConnection |= (root & R_UP) && (get_cell(state, rX, rY - 1) & R_DOWN);
+            hasConnection |= (root & R_DOWN) && (get_cell(state, rX, rY + 1) & R_UP);
+        }
+    }
+
+    return hasConnection;
+}
+
+static bool try_place_root(GameState* state) {
+    if(!can_place_root(state)) return false;
+
+    for(int y = 0; y < state->rootSizeY; y++) {
+        for(int x = 0; x < state->rootSizeX; x++) {
+            int r = root_index(state, y, x);
+            if(!state->filledRoot[r]) continue;
+
+            int rY = y + state->pY;
+            int rX = x + state->pX;
+
+            // Root may be out of borders in rare cases (after new cpawn changed its size), just ignore that part
+            if(in_borders(rX, rY)) {
+                int c = CELL(rY, rX);
+
+                state->filledCells[c] = true;
+                state->cells[c] |= state->root[r];
+            }
+        }
+    }
+
+    return true;
+}
+
+static void reset_level(GameState* state) {
+    state->stage = StageStart;
+    state->tick = 0;
+
+    for(int i = 0; i < CELLS_TOTAL; i++) {
+        state->filledCells[i] = false;
+        state->cells[i] = R_NONE;
+    }
+
+    generate_new_root(state);
+
+    // Starting cells
+    int midX = CELLS_X / 2;
+    set_cell(state, 0, midX, R_UP | R_DOWN);
+    set_cell(state, 1, midX, R_UP | R_DOWN | R_LEFT | R_RIGHT);
+    set_cell(state, 1, midX - 1, R_RIGHT | R_DOWN);
+    set_cell(state, 1, midX + 1, R_LEFT | R_DOWN);
+    set_cell(state, 2, midX, R_UP);
+
+    state->pX = midX;
+    state->pY = 4;
+
+    state->rerolls = REROLLS_MAX;
+    state->score = 0;
+
+    state->collectedPickups = 0;
+    for(int i = 0, n = rand_range(PICKUPS_MIN, PICKUPS_MAX); i < n; i++) {
+        int x = rand_range(0, CELLS_X);
+        int y = rand_range(0, CELLS_Y);
+        state->pickups[CELL(y, x)] = true;
+    }
+}
+
+static void recalculate_score(GameState* state) {
+    int score = 0;
+    for(int i = 0; i < CELLS_TOTAL; i++) {
+        if(state->filledCells[i]) score++;
+    }
+
+    for(int i = 0; i < CELLS_TOTAL; i++) {
+        if(!state->pickups[i] || !state->filledCells[i]) continue;
+
+        state->pickups[i] = false;
+        state->collectedPickups++;
+        state->rerolls++;
+    }
+
+    state->score = (score + state->collectedPickups * PICKUPS_POINTS_FACTOR) * SCORE_FACTOR;
+}
+
+static void draw_root_cell(Canvas* canvas, char root, int y, int x, bool isHidden) {
+    int posX = FIELD_START_X + x * CELL_SIZE + 1, posY = FIELD_START_Y + y * CELL_SIZE + 1;
+    canvas_draw_dot(canvas, posX, posY);
+
+    if(isHidden) {
+        canvas_set_color(canvas, ColorXOR);
+    }
+
+    if(root & R_UP) canvas_draw_dot(canvas, posX, posY - 1);
+    if(root & R_DOWN) canvas_draw_dot(canvas, posX, posY + 1);
+    if(root & R_LEFT) canvas_draw_dot(canvas, posX - 1, posY);
+    if(root & R_RIGHT) canvas_draw_dot(canvas, posX + 1, posY);
+
+    if(isHidden) {
+        canvas_set_color(canvas, ColorBlack);
+    }
+}
+
+static void draw_placed_roots(Canvas* canvas, GameState* state) {
+    for(int y = 0; y < CELLS_Y; y++) {
+        for(int x = 0; x < CELLS_X; x++) {
+            int c = CELL(y, x);
+            if(!state->filledCells[c]) continue;
+            draw_root_cell(canvas, state->cells[c], y, x, false);
+        }
+    }
+}
+
+static void draw_pickup(Canvas* canvas, GameState* state, int y, int x) {
+    int posX = FIELD_START_X + x * CELL_SIZE + 1, posY = FIELD_START_Y + y * CELL_SIZE + 1;
+
+    int stage = state->tick / PICKUP_FREQUENCY;
+
+    if(stage++ % 4 < 3) canvas_draw_dot(canvas, posX + 1, posY);
+    if(stage++ % 4 < 3) canvas_draw_dot(canvas, posX, posY + 1);
+    if(stage++ % 4 < 3) canvas_draw_dot(canvas, posX - 1, posY);
+    if(stage++ % 4 < 3) canvas_draw_dot(canvas, posX, posY - 1);
+}
+
+static void draw_pickups(Canvas* canvas, GameState* state) {
+    for(int y = 0; y < CELLS_Y; y++) {
+        for(int x = 0; x < CELLS_X; x++) {
+            int c = CELL(y, x);
+            if(!state->pickups[c]) continue;
+            draw_pickup(canvas, state, y, x);
+        }
+    }
+}
+
+static void draw_active_root(Canvas* canvas, GameState* state) {
+    bool isHidden = (state->tick % BLINK_PERIOD) < BLINK_HIDE_FRAMES;
+
+    for(int y = 0; y < state->rootSizeY; y++) {
+        for(int x = 0; x < state->rootSizeX; x++) {
+            int c = root_index(state, y, x);
+            if(!state->filledRoot[c]) continue;
+
+            int realX = x + state->pX;
+            int realY = y + state->pY;
+            draw_root_cell(canvas, state->root[c], realY, realX, isHidden);
+        }
+    }
+}
+
+#if DRAW_DEBUG
+static void draw_generated_root(Canvas* canvas, GameState* state) {
+    bool isHidden = (state->tick % BLINK_PERIOD) < BLINK_HIDE_FRAMES;
+
+    for(int y = 0; y < ROOT_SIZE_Y; y++) {
+        for(int x = 0; x < ROOT_SIZE_X; x++) {
+            int c = ROOT(y, x);
+            if(!state->filledRootBase[c]) continue;
+
+            int realX = x + 1;
+            int realY = y + 1;
+            draw_root_cell(canvas, state->rootBase[c], realY, realX, isHidden);
+        }
+    }
+}
+#endif
+
+static void draw_ground(Canvas* canvas, GameState* state) {
+    canvas_draw_line(canvas, 0, GROUND_HEIGHT, FLIPPER_LCD_WIDTH, GROUND_HEIGHT);
+    UNUSED(state);
+}
+
+static void draw_tree(Canvas* canvas, GameState* state) {
+    canvas_draw_icon(canvas, FLIPPER_LCD_WIDTH / 2 - 5, GROUND_HEIGHT - TREE_HEIGHT, &I_tree);
+    UNUSED(state);
+}
+
+static void draw_placement(Canvas* canvas, GameState* state) {
+    bool canPlace = can_place_root(state);
+    canvas_draw_icon(canvas, FLIPPER_LCD_WIDTH - 10, 0, canPlace ? &I_place_ok : &I_place_error);
+}
+
+static void draw_rerolls(Canvas* canvas, GameState* state) {
+    UNUSED(canvas);
+    UNUSED(state);
+
+    canvas_draw_icon(canvas, 0, 0, &I_root_reroll);
+
+    // Ugh
+    FuriString* tmp_string = furi_string_alloc();
+    furi_string_printf(tmp_string, "%d", MAX(0, state->rerolls));
+    canvas_draw_str(canvas, 11, 9, furi_string_get_cstr(tmp_string));
+    furi_string_free(tmp_string);
+}
+
+static void draw_score(Canvas* canvas, GameState* state) {
+    UNUSED(canvas);
+    UNUSED(state);
+
+    int x = FLIPPER_LCD_WIDTH / 2 + 15;
+    canvas_draw_icon(canvas, x, 0, &I_score);
+
+    // Ugh
+    FuriString* tmp_string = furi_string_alloc();
+    furi_string_printf(tmp_string, "%d", MAX(0, state->score));
+    canvas_draw_str(canvas, x + 11, 9, furi_string_get_cstr(tmp_string));
+    furi_string_free(tmp_string);
+}
+
+static void draw_gui(Canvas* canvas, GameState* state) {
+    draw_ground(canvas, state);
+    draw_tree(canvas, state);
+    draw_placement(canvas, state);
+    draw_rerolls(canvas, state);
+    draw_score(canvas, state);
+}
+
+static void draw_center_box(Canvas* canvas, int w2, int h2, int margin) {
+    int x = FLIPPER_LCD_WIDTH / 2 - w2;
+    int y = FLIPPER_LCD_HEIGHT / 2 - h2;
+
+    canvas_set_color(canvas, ColorWhite);
+    canvas_draw_box(
+        canvas, x - margin - 1, y - margin - 1, (w2 + margin + 1) * 2, (h2 + margin + 1) * 2);
+    canvas_set_color(canvas, ColorBlack);
+    canvas_draw_frame(canvas, x - margin, y - margin, (w2 + margin) * 2, (h2 + margin) * 2);
+}
+
+static void draw_start_ui(Canvas* canvas, GameState* state) {
+    int w2 = 40;
+    int margin = 3;
+    int h2 = 10;
+    draw_center_box(canvas, w2, h2, margin);
+
+    int x = FLIPPER_LCD_WIDTH / 2 - w2;
+    int y = FLIPPER_LCD_HEIGHT / 2 - h2;
+    canvas_draw_str(canvas, x + 1, y + 9, "  Grow your roots  ");
+    canvas_draw_str(canvas, x + 1, y + 18, "Press [OK] to start");
+
+    UNUSED(state);
+}
+
+static void draw_end_ui(Canvas* canvas, GameState* state) {
+    int w2 = 46;
+    int margin = 3;
+    int h2 = 15;
+    draw_center_box(canvas, w2, h2, margin);
+
+    int x = FLIPPER_LCD_WIDTH / 2 - w2;
+    int y = FLIPPER_LCD_HEIGHT / 2 - h2;
+
+    canvas_draw_str(canvas, x + 1, y + 9, "        Game Over        ");
+
+    FuriString* tmp_string = furi_string_alloc();
+    furi_string_printf(tmp_string, "You've got %d points", MAX(0, state->score));
+    canvas_draw_str(canvas, x + 1, y + 19, furi_string_get_cstr(tmp_string));
+    furi_string_free(tmp_string);
+
+    canvas_draw_str(canvas, x + 2, y + 29, "Press [OK] to restart");
+
+    int h = 13, w = 54;
+    canvas_set_color(canvas, ColorWhite);
+    canvas_draw_box(canvas, 0, FLIPPER_LCD_HEIGHT - h, w + 1, h + 1);
+    canvas_set_color(canvas, ColorBlack);
+    canvas_draw_frame(canvas, 0, FLIPPER_LCD_HEIGHT - h, w, h);
+    canvas_draw_str(canvas, 2, FLIPPER_LCD_HEIGHT - 3, "by @Xorboo");
+    UNUSED(state);
+}
+
+static void roots_draw_callback(Canvas* const canvas, void* ctx) {
+    furi_assert(ctx);
+    GameState* state = ctx;
+    furi_mutex_acquire(state->mutex, FuriWaitForever);
+
+    if(!state->initialDraw) {
+        state->initialDraw = true;
+
+        canvas_set_font(canvas, FontSecondary);
+        reset_level(state);
+    }
+
+    state->tick++;
+
+    draw_gui(canvas, state);
+    draw_placed_roots(canvas, state);
+    draw_pickups(canvas, state);
+
+    switch(state->stage) {
+    case StageStart:
+        draw_start_ui(canvas, state);
+        break;
+
+    case StageRun:
+        draw_active_root(canvas, state);
+#if DRAW_DEBUG
+        draw_generated_root(canvas, state);
+#endif
+        break;
+
+    case StageOver:
+        draw_end_ui(canvas, state);
+        break;
+    }
+
+    furi_mutex_release(state->mutex);
+}
+
+static void roots_input_callback(InputEvent* input_event, FuriMessageQueue* event_queue) {
+    furi_assert(event_queue);
+
+    GameEvent event = {.type = EventTypeKey, .input = *input_event};
+    furi_message_queue_put(event_queue, &event, FuriWaitForever);
+}
+
+static void roots_update_timer_callback(FuriMessageQueue* event_queue) {
+    furi_assert(event_queue);
+
+    GameEvent event = {.type = EventTypeTick};
+    furi_message_queue_put(event_queue, &event, 0);
+}
+
+static void ProcessStartInput(GameState* state, InputKey key) {
+    if(key == InputKeyOk) {
+        state->stage = StageRun;
+    }
+}
+
+static void ProcessRunInput(GameState* state, InputKey key) {
+    switch(key) {
+    case InputKeyRight:
+        state->pX = MIN(state->pX + 1, CELLS_X - state->rootSizeX);
+        break;
+    case InputKeyLeft:
+        state->pX = MAX(state->pX - 1, 0);
+        break;
+    case InputKeyUp:
+        state->pY = MAX(state->pY - 1, 0);
+        break;
+    case InputKeyDown:
+        state->pY = MIN(state->pY + 1, CELLS_Y - state->rootSizeY);
+        break;
+    case InputKeyOk: {
+        bool rootPlaced = try_place_root(state);
+        if(rootPlaced) {
+            recalculate_score(state);
+            generate_new_root(state);
+        } else {
+            state->rerolls--;
+            if(state->rerolls >= 0) {
+                generate_new_root(state);
+            } else {
+                state->stage = StageOver;
+            }
+        }
+        break;
+    }
+    default:
+        break;
+    }
+}
+
+static void ProcessOverInput(GameState* state, InputKey key) {
+    if(key == InputKeyOk) {
+        state->stage = StageStart;
+        reset_level(state);
+    }
+}
+
+int32_t roots_of_life_game_app(void* p) {
+    FURI_LOG_D(TAG, "Starting game...");
+
+    UNUSED(p);
+    int32_t return_code = 0;
+
+    // Set random seed from interrR_UPts
+    srand(DWT->CYCCNT);
+
+    FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(GameEvent));
+
+    GameState* state = malloc(sizeof(GameState));
+    game_state_init(state);
+
+    state->mutex = furi_mutex_alloc(FuriMutexTypeNormal);
+    if(!state->mutex) {
+        FURI_LOG_E(TAG, "Cannot create mutex\r\n");
+        return_code = 255;
+        goto free_and_exit;
+    }
+
+    // Set system callbacks
+    ViewPort* view_port = view_port_alloc();
+    view_port_draw_callback_set(view_port, roots_draw_callback, state);
+    view_port_input_callback_set(view_port, roots_input_callback, event_queue);
+
+    FuriTimer* timer =
+        furi_timer_alloc(roots_update_timer_callback, FuriTimerTypePeriodic, event_queue);
+    furi_timer_start(timer, furi_kernel_get_tick_frequency() / 22);
+
+    // Open GUI and register view_port
+    Gui* gui = furi_record_open(RECORD_GUI);
+    gui_add_view_port(gui, view_port, GuiLayerFullscreen);
+
+    FURI_LOG_D(TAG, "Entering game loop...");
+    GameEvent event;
+    for(bool processing = true; processing;) {
+        FuriStatus event_status = furi_message_queue_get(event_queue, &event, 100);
+        furi_mutex_acquire(state->mutex, FuriWaitForever);
+
+        if(event_status == FuriStatusOk) {
+            // Key events
+            if(event.type == EventTypeKey) {
+                //FURI_LOG_D(TAG, "Got key: %d", event.input.key);
+                if(event.input.type == InputTypePress || event.input.type == InputTypeLong ||
+                   event.input.type == InputTypeRepeat) {
+                    if(event.input.key == InputKeyBack) {
+                        processing = false;
+                    }
+
+                    switch(state->stage) {
+                    case StageStart:
+                        ProcessStartInput(state, event.input.key);
+                        break;
+                    case StageRun:
+                        ProcessRunInput(state, event.input.key);
+                        break;
+                    case StageOver:
+                        ProcessOverInput(state, event.input.key);
+                        break;
+                    }
+                }
+            }
+        }
+
+        view_port_update(view_port);
+        furi_mutex_release(state->mutex);
+    }
+
+    furi_timer_free(timer);
+    view_port_enabled_set(view_port, false);
+    gui_remove_view_port(gui, view_port);
+    furi_record_close(RECORD_GUI);
+    furi_record_close(RECORD_NOTIFICATION);
+    view_port_free(view_port);
+    furi_mutex_free(state->mutex);
+free_and_exit:
+    furi_message_queue_free(event_queue);
+    //FURI_LOG_D(TAG, "Quitting game...");
+    game_state_free(state);
+    free(state);
+
+    return return_code;
+}