فهرست منبع

Add flappy_bird from https://github.com/xMasterX/all-the-plugins

git-subtree-dir: flappy_bird
git-subtree-mainline: e5a46c4f3799699ebc72c863125084e7168d6b0d
git-subtree-split: 91e3dab9003bc6a56cdda09c48f3335179dd8e02
Willy-JL 2 سال پیش
والد
کامیت
b20198f384

+ 1 - 0
flappy_bird/.gitsubtree

@@ -0,0 +1 @@
+https://github.com/xMasterX/all-the-plugins dev base_pack/flappy_bird

+ 15 - 0
flappy_bird/application.fam

@@ -0,0 +1,15 @@
+App(
+    appid="flappy_bird",
+    name="Flappy Bird",
+    apptype=FlipperAppType.EXTERNAL,
+    entry_point="flappy_game_app",
+    requires=["gui"],
+    stack_size=4 * 1024,
+    order=100,
+    fap_icon="flappy_10px.png",
+    fap_category="Games",
+    fap_icon_assets="assets",
+    fap_author="@DroomOne & @xMasterX",
+    fap_version="1.1",
+    fap_description="Flappy Bird Game",
+)

BIN
flappy_bird/assets/bird_01.png


BIN
flappy_bird/assets/bird_02.png


BIN
flappy_bird/assets/bird_03.png


BIN
flappy_bird/flappy_10px.png


+ 378 - 0
flappy_bird/flappy_bird.c

@@ -0,0 +1,378 @@
+#include <stdlib.h>
+
+#include <flappy_bird_icons.h>
+#include <furi.h>
+#include <gui/gui.h>
+#include <input/input.h>
+#include <dolphin/dolphin.h>
+
+#define TAG "Flappy"
+#define DEBUG false
+
+#define FLAPPY_BIRD_HEIGHT 15
+#define FLAPPY_BIRD_WIDTH 10
+
+#define FLAPPY_PILAR_MAX 6
+#define FLAPPY_PILAR_DIST 35
+
+#define FLAPPY_GAB_HEIGHT 25
+#define FLAPPY_GAB_WIDTH 10
+
+#define FLAPPY_GRAVITY_JUMP -1.1
+#define FLAPPY_GRAVITY_TICK 0.15
+
+#define FLIPPER_LCD_WIDTH 128
+#define FLIPPER_LCD_HEIGHT 64
+
+typedef enum {
+    EventTypeTick,
+    EventTypeKey,
+} EventType;
+
+typedef enum { BirdState0 = 0, BirdState1, BirdState2, BirdStateMAX } BirdState;
+
+const Icon* bird_states[BirdStateMAX] = {
+    &I_bird_01,
+    &I_bird_02,
+    &I_bird_03,
+};
+
+typedef struct {
+    int x;
+    int y;
+} POINT;
+
+typedef struct {
+    float gravity;
+    POINT point;
+} BIRD;
+
+typedef struct {
+    POINT point;
+    int height;
+    int visible;
+    bool passed;
+} PILAR;
+
+typedef enum {
+    GameStateLife,
+    GameStateGameOver,
+} State;
+
+typedef struct {
+    BIRD bird;
+    int points;
+    int pilars_count;
+    PILAR pilars[FLAPPY_PILAR_MAX];
+    bool debug;
+    State state;
+    FuriMutex* mutex;
+} GameState;
+
+typedef struct {
+    EventType type;
+    InputEvent input;
+} GameEvent;
+
+typedef enum {
+    DirectionUp,
+    DirectionRight,
+    DirectionDown,
+    DirectionLeft,
+} Direction;
+
+static void flappy_game_random_pilar(GameState* const game_state) {
+    PILAR pilar;
+
+    pilar.passed = false;
+    pilar.visible = 1;
+    pilar.height = random() % (FLIPPER_LCD_HEIGHT - FLAPPY_GAB_HEIGHT) + 1;
+    pilar.point.y = 0;
+    pilar.point.x = FLIPPER_LCD_WIDTH + FLAPPY_GAB_WIDTH + 1;
+
+    game_state->pilars_count++;
+    game_state->pilars[game_state->pilars_count % FLAPPY_PILAR_MAX] = pilar;
+}
+
+static void flappy_game_state_init(GameState* const game_state) {
+    BIRD bird;
+    bird.gravity = 0.0f;
+    bird.point.x = 15;
+    bird.point.y = 32;
+
+    game_state->debug = DEBUG;
+    game_state->bird = bird;
+    game_state->pilars_count = 0;
+    game_state->points = 0;
+    game_state->state = GameStateLife;
+    memset(game_state->pilars, 0, sizeof(game_state->pilars));
+
+    flappy_game_random_pilar(game_state);
+}
+
+static void flappy_game_state_free(GameState* const game_state) {
+    free(game_state);
+}
+
+static void flappy_game_tick(GameState* const game_state) {
+    if(game_state->state == GameStateLife) {
+        if(!game_state->debug) {
+            game_state->bird.gravity += FLAPPY_GRAVITY_TICK;
+            game_state->bird.point.y += game_state->bird.gravity;
+        }
+
+        // Checking the location of the last respawned pilar.
+        PILAR* pilar = &game_state->pilars[game_state->pilars_count % FLAPPY_PILAR_MAX];
+        if(pilar->point.x == (FLIPPER_LCD_WIDTH - FLAPPY_PILAR_DIST))
+            flappy_game_random_pilar(game_state);
+
+        // Updating the position/status of the pilars (visiblity, posotion, game points)
+        //        |  |      |  |  |
+        //        |  |      |  |  |
+        //        |__|      |  |__|
+        //   _____X         |      X_____
+        //  |     |         |      |     |   // [Pos + Width of pilar] >= [Bird Pos]
+        //  |_____|         |      |_____|
+        // X <---->         |     X <->
+        // Bird Pos + Lenght of the  bird] >= [Pilar]
+        for(int i = 0; i < FLAPPY_PILAR_MAX; i++) {
+            PILAR* pilar = &game_state->pilars[i];
+            if(pilar != NULL && pilar->visible && game_state->state == GameStateLife) {
+                pilar->point.x--;
+                if(game_state->bird.point.x >= pilar->point.x + FLAPPY_GAB_WIDTH &&
+                   pilar->passed == false) {
+                    pilar->passed = true;
+                    game_state->points++;
+                }
+                if(pilar->point.x < -FLAPPY_GAB_WIDTH) pilar->visible = 0;
+
+                if(game_state->bird.point.y <= 0 - FLAPPY_BIRD_WIDTH) {
+                    game_state->bird.point.y = 64;
+                }
+
+                if(game_state->bird.point.y > 64 - FLAPPY_BIRD_WIDTH) {
+                    game_state->bird.point.y = FLIPPER_LCD_HEIGHT - FLAPPY_BIRD_WIDTH;
+                }
+
+                // Bird inbetween pipes
+                if((game_state->bird.point.x + FLAPPY_BIRD_HEIGHT >= pilar->point.x) &&
+                   (game_state->bird.point.x <= pilar->point.x + FLAPPY_GAB_WIDTH)) {
+                    // Bird below Bottom Pipe
+                    if(game_state->bird.point.y + FLAPPY_BIRD_WIDTH - 2 >=
+                       pilar->height + FLAPPY_GAB_HEIGHT) {
+                        game_state->state = GameStateGameOver;
+                        break;
+                    }
+
+                    // Bird above Upper Pipe
+                    if(game_state->bird.point.y < pilar->height) {
+                        game_state->state = GameStateGameOver;
+                        break;
+                    }
+                }
+            }
+        }
+    }
+}
+
+static void flappy_game_flap(GameState* const game_state) {
+    game_state->bird.gravity = FLAPPY_GRAVITY_JUMP;
+}
+
+static void flappy_game_render_callback(Canvas* const canvas, void* ctx) {
+    furi_assert(ctx);
+    const GameState* game_state = ctx;
+    furi_mutex_acquire(game_state->mutex, FuriWaitForever);
+
+    canvas_draw_frame(canvas, 0, 0, 128, 64);
+
+    if(game_state->state == GameStateLife) {
+        // Pilars
+        for(int i = 0; i < FLAPPY_PILAR_MAX; i++) {
+            const PILAR* pilar = &game_state->pilars[i];
+            if(pilar != NULL && pilar->visible == 1) {
+                canvas_draw_frame(
+                    canvas, pilar->point.x, pilar->point.y, FLAPPY_GAB_WIDTH, pilar->height);
+
+                canvas_draw_frame(
+                    canvas, pilar->point.x + 1, pilar->point.y, FLAPPY_GAB_WIDTH, pilar->height);
+
+                canvas_draw_frame(
+                    canvas,
+                    pilar->point.x + 2,
+                    pilar->point.y,
+                    FLAPPY_GAB_WIDTH - 1,
+                    pilar->height);
+
+                canvas_draw_frame(
+                    canvas,
+                    pilar->point.x,
+                    pilar->point.y + pilar->height + FLAPPY_GAB_HEIGHT,
+                    FLAPPY_GAB_WIDTH,
+                    FLIPPER_LCD_HEIGHT - pilar->height - FLAPPY_GAB_HEIGHT);
+
+                canvas_draw_frame(
+                    canvas,
+                    pilar->point.x + 1,
+                    pilar->point.y + pilar->height + FLAPPY_GAB_HEIGHT,
+                    FLAPPY_GAB_WIDTH - 1,
+                    FLIPPER_LCD_HEIGHT - pilar->height - FLAPPY_GAB_HEIGHT);
+
+                canvas_draw_frame(
+                    canvas,
+                    pilar->point.x + 2,
+                    pilar->point.y + pilar->height + FLAPPY_GAB_HEIGHT,
+                    FLAPPY_GAB_WIDTH - 1,
+                    FLIPPER_LCD_HEIGHT - pilar->height - FLAPPY_GAB_HEIGHT);
+            }
+        }
+
+        // Switch animation
+        BirdState bird_state = BirdState1;
+        if(game_state->bird.gravity < -0.5)
+            bird_state = BirdState0;
+        else if(game_state->bird.gravity > 0.5)
+            bird_state = BirdState2;
+
+        canvas_draw_icon(
+            canvas, game_state->bird.point.x, game_state->bird.point.y, bird_states[bird_state]);
+
+        canvas_set_font(canvas, FontSecondary);
+        char buffer[12];
+        snprintf(buffer, sizeof(buffer), "Score: %u", game_state->points);
+        canvas_draw_str_aligned(canvas, 100, 12, AlignCenter, AlignBottom, buffer);
+
+        if(game_state->debug) {
+            char coordinates[20];
+            snprintf(coordinates, sizeof(coordinates), "Y: %u", game_state->bird.point.y);
+            canvas_draw_str_aligned(canvas, 1, 12, AlignCenter, AlignBottom, coordinates);
+        }
+    }
+
+    if(game_state->state == GameStateGameOver) {
+        // Screen is 128x64 px
+        canvas_set_color(canvas, ColorWhite);
+        canvas_draw_box(canvas, 34, 20, 62, 24);
+
+        canvas_set_color(canvas, ColorBlack);
+        canvas_draw_frame(canvas, 34, 20, 62, 24);
+
+        canvas_set_font(canvas, FontPrimary);
+        canvas_draw_str(canvas, 37, 31, "Game Over");
+
+        canvas_set_font(canvas, FontSecondary);
+        char buffer[12];
+        snprintf(buffer, sizeof(buffer), "Score: %u", game_state->points);
+        canvas_draw_str_aligned(canvas, 64, 41, AlignCenter, AlignBottom, buffer);
+    }
+
+    furi_mutex_release(game_state->mutex);
+}
+
+static void flappy_game_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 flappy_game_update_timer_callback(FuriMessageQueue* event_queue) {
+    furi_assert(event_queue);
+
+    GameEvent event = {.type = EventTypeTick};
+    furi_message_queue_put(event_queue, &event, 0);
+}
+
+int32_t flappy_game_app(void* p) {
+    UNUSED(p);
+    int32_t return_code = 0;
+
+    FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(GameEvent));
+
+    GameState* game_state = malloc(sizeof(GameState));
+    flappy_game_state_init(game_state);
+
+    game_state->mutex = furi_mutex_alloc(FuriMutexTypeNormal);
+    if(!game_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, flappy_game_render_callback, game_state);
+    view_port_input_callback_set(view_port, flappy_game_input_callback, event_queue);
+
+    FuriTimer* timer =
+        furi_timer_alloc(flappy_game_update_timer_callback, FuriTimerTypePeriodic, event_queue);
+    furi_timer_start(timer, furi_kernel_get_tick_frequency() / 25);
+
+    // Open GUI and register view_port
+    Gui* gui = furi_record_open(RECORD_GUI);
+    gui_add_view_port(gui, view_port, GuiLayerFullscreen);
+
+    // Call dolphin deed on game start
+    dolphin_deed(DolphinDeedPluginGameStart);
+
+    GameEvent event;
+    for(bool processing = true; processing;) {
+        FuriStatus event_status = furi_message_queue_get(event_queue, &event, 100);
+        furi_mutex_acquire(game_state->mutex, FuriWaitForever);
+
+        if(event_status == FuriStatusOk) {
+            // press events
+            if(event.type == EventTypeKey) {
+                if(event.input.type == InputTypePress) {
+                    switch(event.input.key) {
+                    case InputKeyUp:
+                        if(game_state->state == GameStateLife) {
+                            flappy_game_flap(game_state);
+                        }
+
+                        break;
+                    case InputKeyDown:
+                        break;
+                    case InputKeyRight:
+                        break;
+                    case InputKeyLeft:
+                        break;
+                    case InputKeyOk:
+                        if(game_state->state == GameStateGameOver) {
+                            flappy_game_state_init(game_state);
+                        }
+
+                        if(game_state->state == GameStateLife) {
+                            flappy_game_flap(game_state);
+                        }
+
+                        break;
+                    case InputKeyBack:
+                        processing = false;
+                        break;
+                    default:
+                        break;
+                    }
+                }
+            } else if(event.type == EventTypeTick) {
+                flappy_game_tick(game_state);
+            }
+        }
+
+        furi_mutex_release(game_state->mutex);
+        view_port_update(view_port);
+    }
+
+    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_mutex_free(game_state->mutex);
+
+free_and_exit:
+    flappy_game_state_free(game_state);
+    furi_message_queue_free(event_queue);
+
+    return return_code;
+}

BIN
flappy_bird/img/1.png


BIN
flappy_bird/img/2.png