Pārlūkot izejas kodu

Add laser_tag from https://github.com/RocketGod-git/Flipper-Zero-Laser-Tag

git-subtree-dir: laser_tag
git-subtree-mainline: 54d7fe3eeb649aa1b22872659d7c5a0037f73b3c
git-subtree-split: 0cece4d6f39ff8f4c7ffe9e8b47d23f1f014c39d
Willy-JL 1 gadu atpakaļ
vecāks
revīzija
d6d4119a92

+ 2 - 0
laser_tag/.gitattributes

@@ -0,0 +1,2 @@
+# Auto detect text files and perform LF normalization
+* text=auto

+ 7 - 0
laser_tag/.gitignore

@@ -0,0 +1,7 @@
+dist/*
+.vscode
+.clang-format
+.clangd
+.editorconfig
+.env
+.ufbt

+ 1 - 0
laser_tag/.gitsubtree

@@ -0,0 +1 @@
+https://github.com/RocketGod-git/Flipper-Zero-Laser-Tag main /

+ 674 - 0
laser_tag/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>.

+ 34 - 0
laser_tag/README.md

@@ -0,0 +1,34 @@
+# Flipper-Zero-Laser-Tag
+
+## 🚀 Flipper Zero Laser Tag - Team based
+
+Flipper Zero Laser Tag brings your favorite laser tag experience to your Flipper Zero device! Whether you’re battling friends or just practicing your aim, this open-source project lets you dominate the laser tag arena with just your Flipper Zero.
+
+### ⚡ Key Features:
+
+- **Team Battles**: Choose your team and face off in epic Red vs. Blue laser battles.
+- **Real-Time Gameplay**: Smooth and responsive laser firing and hit detection.
+- **Immersive Sound**: Laser firing and game-over sounds to enhance your battlefield experience.
+- **Dynamic Health and Ammo Bars**: Keep track of your health and ammo with clean, dynamic UI elements.
+- **Vibration Feedback**: Feel every hit with integrated vibration feedback.
+
+## 📸 Screenshots
+
+![Screenshot-20240823-224628](https://github.com/user-attachments/assets/5836ee25-23ce-4845-b342-2b360e32e341)
+![Screenshot-20240823-224637](https://github.com/user-attachments/assets/119e8e80-49fc-421a-bc61-ec7185d05bc0)
+![Screenshot-20240823-224640](https://github.com/user-attachments/assets/7a9bdb69-42fe-48d7-9e5f-7616e2f68d10)
+![Screenshot-20240823-224647](https://github.com/user-attachments/assets/d5e10e1b-64a5-4a72-a624-2cfe2237add5)
+
+## 🕹️ How to Play
+
+1. **Select Your Team**: Use the Left or Right button to choose between Red or Blue team.
+2. **Fire Your Laser**: Press the OK button to shoot your laser at your opponents.
+3. **Reload**: When your ammo runs out, press 'Down' to reload and get back into action.
+4. **Survive**: Track your health, and make sure to avoid getting hit by your opponents' lasers. If your health reaches zero, it's game over!
+
+## 🤔 ToDo: 
+
+- Allow RFID tags to be scanned with Flipper to add health or other powerups so they can be placed around the play field. 
+- Possibly tap teammates Flipper to increase their health.
+
+![rocketgod_logo](https://github.com/RocketGod-git/shodanbot/assets/57732082/7929b554-0fba-4c2b-b22d-6772d23c4a18)

+ 20 - 0
laser_tag/application.fam

@@ -0,0 +1,20 @@
+App(
+    appid="laser_tag",
+    name="Laser Tag",
+    apptype=FlipperAppType.EXTERNAL,
+    entry_point="laser_tag_app",
+    cdefines=["APP_LASER_TAG"],
+    fap_category="Games",
+    fap_author="@RocketGod-git & @jamisonderek",
+    fap_version="1.0",
+    fap_description="Laser Tag game for Flipper Zero",
+    fap_icon="icons/laser_tag_10px.png",
+    fap_libs=["assets"],
+    fap_weburl="https://github.com/RocketGod-Git/Flipper-Zero-Laser-Tag",
+    requires=[
+        "gui",
+        "infrared",
+    ],
+    stack_size=2 * 1024,
+    order=10,
+)

+ 3 - 0
laser_tag/docs/CHANGELOG.md

@@ -0,0 +1,3 @@
+## v1.0
+
+- Initial release.

+ 25 - 0
laser_tag/docs/README.md

@@ -0,0 +1,25 @@
+# Flipper-Zero-Laser-Tag
+
+## Laser Tag for Flipper Zero - Team Based!
+
+Flipper Zero Laser Tag brings your favorite laser tag experience to your Flipper Zero device! Whether you’re battling friends or just practicing your aim, this open-source project lets you dominate the laser tag arena with just your Flipper Zero.
+
+## Key Features:
+
+- **Team Battles**: Choose your team and face off in epic Red vs. Blue laser battles.
+- **Real-Time Gameplay**: Smooth and responsive laser firing and hit detection.
+- **Immersive Sound**: Laser firing and game-over sounds to enhance your battlefield experience.
+- **Dynamic Health and Ammo Bars**: Keep track of your health and ammo with clean, dynamic UI elements.
+- **Vibration Feedback**: Feel every hit with integrated vibration feedback.
+
+## How to Play
+
+1. **Select Your Team**: Use the Left or Right button to choose between Red or Blue team.
+2. **Fire Your Laser**: Press the OK button to shoot your laser at your opponents.
+3. **Reload**: When your ammo runs out, press 'Down' to reload and get back into action.
+4. **Survive**: Track your health, and make sure to avoid getting hit by your opponents' lasers. If your health reaches zero, it's game over!
+
+## ToDo: 
+
+- Allow RFID tags to be scanned with Flipper to add health or other powerups so they can be placed around the play field. 
+- Possibly tap teammates Flipper to increase their health.

+ 113 - 0
laser_tag/game_state.c

@@ -0,0 +1,113 @@
+#include "game_state.h"
+#include <furi.h>
+#include <stdlib.h>
+
+struct GameState {
+    LaserTagTeam team;
+    uint8_t health;
+    uint16_t ammo;
+    uint32_t game_time;
+    bool game_over;
+};
+
+GameState* game_state_alloc() {
+    GameState* state = malloc(sizeof(GameState));
+    if(!state) {
+        FURI_LOG_E("GameState", "Failed to allocate GameState");
+        return NULL;
+    }
+    state->team = TeamRed;
+    state->health = INITIAL_HEALTH;
+    state->ammo = INITIAL_AMMO;
+    state->game_time = 0;
+    state->game_over = false;
+    FURI_LOG_I("GameState", "GameState allocated successfully");
+    return state;
+}
+
+void game_state_reset(GameState* state) {
+    furi_assert(state);
+    state->health = INITIAL_HEALTH;
+    state->ammo = INITIAL_AMMO;
+    state->game_time = 0;
+    state->game_over = false;
+    FURI_LOG_I("GameState", "GameState reset");
+}
+
+void game_state_set_team(GameState* state, LaserTagTeam team) {
+    furi_assert(state);
+    state->team = team;
+    FURI_LOG_I("GameState", "Team set to %s", (team == TeamRed) ? "Red" : "Blue");
+}
+
+LaserTagTeam game_state_get_team(GameState* state) {
+    furi_assert(state);
+    return state->team;
+}
+
+void game_state_decrease_health(GameState* state, uint8_t amount) {
+    furi_assert(state);
+    if(state->health > amount) {
+        state->health -= amount;
+    } else {
+        state->health = 0;
+        state->game_over = true;
+        FURI_LOG_W("GameState", "Health depleted, game over");
+    }
+    FURI_LOG_I("GameState", "Health decreased to %d", state->health);
+}
+
+void game_state_increase_health(GameState* state, uint8_t amount) {
+    furi_assert(state);
+    state->health = (state->health + amount > MAX_HEALTH) ? MAX_HEALTH : state->health + amount;
+    FURI_LOG_I("GameState", "Health increased to %d", state->health);
+}
+
+uint8_t game_state_get_health(GameState* state) {
+    furi_assert(state);
+    return state->health;
+}
+
+void game_state_decrease_ammo(GameState* state, uint16_t amount) {
+    furi_assert(state);
+    if(state->ammo > amount) {
+        state->ammo -= amount;
+    } else {
+        state->ammo = 0;
+        FURI_LOG_W("GameState", "Ammo depleted");
+    }
+    FURI_LOG_I("GameState", "Ammo decreased to %d", state->ammo);
+}
+
+void game_state_increase_ammo(GameState* state, uint16_t amount) {
+    furi_assert(state);
+    state->ammo += amount;
+    FURI_LOG_I("GameState", "Ammo increased to %d", state->ammo);
+}
+
+uint16_t game_state_get_ammo(GameState* state) {
+    furi_assert(state);
+    return state->ammo;
+}
+
+void game_state_update_time(GameState* state, uint32_t delta_time) {
+    furi_assert(state);
+    state->game_time += delta_time;
+    FURI_LOG_I("GameState", "Game time updated to %ld seconds", state->game_time);
+}
+
+uint32_t game_state_get_time(GameState* state) {
+    furi_assert(state);
+    return state->game_time;
+}
+
+bool game_state_is_game_over(GameState* state) {
+    furi_assert(state);
+    return state->game_over;
+}
+
+void game_state_set_game_over(GameState* state, bool game_over) {
+    furi_assert(state);
+    state->game_over = game_over;
+    FURI_LOG_I("GameState", "Game over status set to %s", game_over ? "true" : "false");
+}

+ 42 - 0
laser_tag/game_state.h

@@ -0,0 +1,42 @@
+#pragma once
+
+#include <stdint.h>
+#include <stdbool.h>
+
+typedef enum {
+    TeamRed,
+    TeamBlue
+} LaserTagTeam;
+
+typedef enum {
+    LaserTagStateSplashScreen,
+    LaserTagStateTeamSelect,
+    LaserTagStateGame,
+    LaserTagStateGameOver,
+} LaserTagState;
+
+typedef struct GameState GameState;
+
+GameState* game_state_alloc();
+void game_state_reset(GameState* state);
+
+void game_state_set_team(GameState* state, LaserTagTeam team);
+LaserTagTeam game_state_get_team(GameState* state);
+
+void game_state_decrease_health(GameState* state, uint8_t amount);
+void game_state_increase_health(GameState* state, uint8_t amount);
+uint8_t game_state_get_health(GameState* state);
+
+void game_state_decrease_ammo(GameState* state, uint16_t amount);
+void game_state_increase_ammo(GameState* state, uint16_t amount);
+uint16_t game_state_get_ammo(GameState* state);
+
+void game_state_update_time(GameState* state, uint32_t delta_time);
+uint32_t game_state_get_time(GameState* state);
+
+bool game_state_is_game_over(GameState* state);
+void game_state_set_game_over(GameState* state, bool game_over);
+
+#define INITIAL_HEALTH 100
+#define INITIAL_AMMO   100
+#define MAX_HEALTH     100

BIN
laser_tag/icons/laser_tag_10px.png


+ 189 - 0
laser_tag/infrared_controller.c

@@ -0,0 +1,189 @@
+#include "infrared_controller.h"
+#include <furi.h>
+#include <infrared_worker.h>
+#include <infrared_signal.h>
+#include <notification/notification_messages.h>
+
+#define TAG "InfraredController"
+
+const NotificationSequence sequence_hit = {
+    &message_vibro_on,
+    &message_note_d4,
+    &message_delay_1000,
+    &message_vibro_off,
+    &message_sound_off,
+    NULL,
+};
+
+struct InfraredController {
+    LaserTagTeam team;
+    InfraredWorker* worker;
+    bool worker_rx_active;
+    InfraredSignal* signal;
+    NotificationApp* notification;
+    bool hit_received;
+    bool processing_signal;
+};
+
+static void infrared_rx_callback(void* context, InfraredWorkerSignal* received_signal) {
+    FURI_LOG_I(TAG, "RX callback triggered");
+
+    InfraredController* controller = (InfraredController*)context;
+    if(controller->processing_signal) {
+        FURI_LOG_W(TAG, "Already processing a signal, skipping callback");
+        return;
+    }
+
+    controller->processing_signal = true;
+
+    if(!received_signal) {
+        FURI_LOG_E(TAG, "Received signal is NULL");
+        controller->processing_signal = false;
+        return;
+    }
+
+    const InfraredMessage* message = infrared_worker_get_decoded_signal(received_signal);
+    FURI_LOG_I(TAG, "Received signal - signal address: %p", (void*)received_signal);
+
+    if(message) {
+        FURI_LOG_I(
+            TAG,
+            "Received message: protocol=%d, address=0x%lx, command=0x%lx",
+            message->protocol,
+            (unsigned long)message->address,
+            (unsigned long)message->command);
+
+        if((controller->team == TeamRed && message->command == IR_COMMAND_BLUE_TEAM) ||
+           (controller->team == TeamBlue && message->command == IR_COMMAND_RED_TEAM)) {
+            controller->hit_received = true;
+            FURI_LOG_I(
+                TAG, "Hit detected for team: %s", controller->team == TeamRed ? "Red" : "Blue");
+            notification_message_block(controller->notification, &sequence_hit);
+        }
+    } else {
+        FURI_LOG_W(TAG, "RX callback received NULL message");
+    }
+
+    FURI_LOG_I(TAG, "RX callback completed");
+    controller->processing_signal = false;
+}
+
+InfraredController* infrared_controller_alloc() {
+    FURI_LOG_I(TAG, "Allocating InfraredController");
+
+    InfraredController* controller = malloc(sizeof(InfraredController));
+    if(!controller) {
+        FURI_LOG_E(TAG, "Failed to allocate InfraredController");
+        return NULL;
+    }
+
+    controller->team = TeamRed;
+    controller->worker = infrared_worker_alloc();
+    controller->signal = infrared_signal_alloc();
+    controller->notification = furi_record_open(RECORD_NOTIFICATION);
+    controller->hit_received = false;
+    controller->processing_signal = false;
+
+    if(controller->worker && controller->signal && controller->notification) {
+        FURI_LOG_I(
+            TAG, "InfraredWorker, InfraredSignal, and NotificationApp allocated successfully");
+    } else {
+        FURI_LOG_E(TAG, "Failed to allocate resources");
+        free(controller);
+        return NULL;
+    }
+
+    FURI_LOG_I(TAG, "Setting up RX callback");
+    infrared_worker_rx_set_received_signal_callback(
+        controller->worker, infrared_rx_callback, controller);
+
+    FURI_LOG_I(TAG, "InfraredController allocated successfully");
+    return controller;
+}
+
+void infrared_controller_free(InfraredController* controller) {
+    FURI_LOG_I(TAG, "Freeing InfraredController");
+
+    if(controller) {
+        if(controller->worker_rx_active) {
+            FURI_LOG_I(TAG, "Stopping RX worker");
+            infrared_worker_rx_stop(controller->worker);
+        }
+
+        FURI_LOG_I(TAG, "Freeing InfraredWorker and InfraredSignal");
+        infrared_worker_free(controller->worker);
+        infrared_signal_free(controller->signal);
+
+        FURI_LOG_I(TAG, "Closing NotificationApp");
+        furi_record_close(RECORD_NOTIFICATION);
+
+        free(controller);
+
+        FURI_LOG_I(TAG, "InfraredController freed successfully");
+    } else {
+        FURI_LOG_W(TAG, "Attempted to free NULL InfraredController");
+    }
+}
+
+void infrared_controller_set_team(InfraredController* controller, LaserTagTeam team) {
+    FURI_LOG_I(TAG, "Setting team to %s", team == TeamRed ? "Red" : "Blue");
+    controller->team = team;
+}
+
+void infrared_controller_send(InfraredController* controller) {
+    FURI_LOG_I(TAG, "Preparing to send infrared signal");
+
+    InfraredMessage message = {
+        .protocol = InfraredProtocolNEC,
+        .address = 0x42,
+        .command = (controller->team == TeamRed) ? IR_COMMAND_RED_TEAM : IR_COMMAND_BLUE_TEAM};
+
+    FURI_LOG_I(
+        TAG,
+        "Prepared message: protocol=%d, address=0x%lx, command=0x%lx",
+        message.protocol,
+        (unsigned long)message.address,
+        (unsigned long)message.command);
+
+    if(controller->worker_rx_active) {
+        FURI_LOG_I(TAG, "Stopping RX worker");
+        infrared_worker_rx_stop(controller->worker);
+        controller->worker_rx_active = false;
+    }
+
+    FURI_LOG_I(TAG, "Setting message for infrared signal");
+    infrared_signal_set_message(controller->signal, &message);
+
+    FURI_LOG_I(TAG, "Starting infrared signal transmission");
+    infrared_signal_transmit(controller->signal);
+
+    if(!controller->worker_rx_active) {
+        infrared_worker_rx_start(controller->worker);
+        controller->worker_rx_active = true;
+    }
+
+    FURI_LOG_I(TAG, "Infrared signal transmission completed");
+}
+
+bool infrared_controller_receive(InfraredController* controller) {
+    FURI_LOG_I(TAG, "Starting infrared signal reception");
+
+    if(controller->processing_signal) {
+        FURI_LOG_W(TAG, "Cannot start reception, another signal is still being processed");
+        return false;
+    }
+
+    if(!controller->worker_rx_active) {
+        infrared_worker_rx_start(controller->worker);
+        controller->worker_rx_active = true;
+        furi_delay_ms(250);
+    }
+
+    bool hit = controller->hit_received;
+
+    FURI_LOG_I(TAG, "Signal reception complete, hit received: %s", hit ? "true" : "false");
+
+    controller->hit_received = false;
+
+    return hit;
+}

+ 15 - 0
laser_tag/infrared_controller.h

@@ -0,0 +1,15 @@
+#pragma once
+
+#include <stdbool.h>
+#include "game_state.h"
+
+typedef struct InfraredController InfraredController;
+
+InfraredController* infrared_controller_alloc();
+void infrared_controller_free(InfraredController* controller);
+void infrared_controller_set_team(InfraredController* controller, LaserTagTeam team);
+void infrared_controller_send(InfraredController* controller);
+bool infrared_controller_receive(InfraredController* controller);
+
+#define IR_COMMAND_RED_TEAM  0xA1
+#define IR_COMMAND_BLUE_TEAM 0xB2

+ 350 - 0
laser_tag/infrared_signal.c

@@ -0,0 +1,350 @@
+#include "infrared_signal.h"
+
+#include <stdlib.h>
+#include <string.h>
+#include <core/check.h>
+#include <infrared_worker.h>
+#include <infrared_transmit.h>
+
+#define TAG "InfraredSignal"
+
+// Common keys
+#define INFRARED_SIGNAL_NAME_KEY "name"
+#define INFRARED_SIGNAL_TYPE_KEY "type"
+
+// Type key values
+#define INFRARED_SIGNAL_TYPE_RAW    "raw"
+#define INFRARED_SIGNAL_TYPE_PARSED "parsed"
+
+// Raw signal keys
+#define INFRARED_SIGNAL_DATA_KEY       "data"
+#define INFRARED_SIGNAL_FREQUENCY_KEY  "frequency"
+#define INFRARED_SIGNAL_DUTY_CYCLE_KEY "duty_cycle"
+
+// Parsed signal keys
+#define INFRARED_SIGNAL_PROTOCOL_KEY "protocol"
+#define INFRARED_SIGNAL_ADDRESS_KEY  "address"
+#define INFRARED_SIGNAL_COMMAND_KEY  "command"
+
+struct InfraredSignal {
+    bool is_raw;
+    union {
+        InfraredMessage message;
+        InfraredRawSignal raw;
+    } payload;
+};
+
+static void infrared_signal_clear_timings(InfraredSignal* signal) {
+    if(signal->is_raw) {
+        free(signal->payload.raw.timings);
+        signal->payload.raw.timings_size = 0;
+        signal->payload.raw.timings = NULL;
+    }
+}
+
+static bool infrared_signal_is_message_valid(const InfraredMessage* message) {
+    if(!infrared_is_protocol_valid(message->protocol)) {
+        FURI_LOG_E(TAG, "Unknown protocol");
+        return false;
+    }
+
+    uint32_t address_length = infrared_get_protocol_address_length(message->protocol);
+    uint32_t address_mask = (1UL << address_length) - 1;
+
+    if(message->address != (message->address & address_mask)) {
+        FURI_LOG_E(
+            TAG,
+            "Address is out of range (mask 0x%08lX): 0x%lX\r\n",
+            address_mask,
+            message->address);
+        return false;
+    }
+
+    uint32_t command_length = infrared_get_protocol_command_length(message->protocol);
+    uint32_t command_mask = (1UL << command_length) - 1;
+
+    if(message->command != (message->command & command_mask)) {
+        FURI_LOG_E(
+            TAG,
+            "Command is out of range (mask 0x%08lX): 0x%lX\r\n",
+            command_mask,
+            message->command);
+        return false;
+    }
+
+    return true;
+}
+
+static bool infrared_signal_is_raw_valid(const InfraredRawSignal* raw) {
+    if((raw->frequency > INFRARED_MAX_FREQUENCY) || (raw->frequency < INFRARED_MIN_FREQUENCY)) {
+        FURI_LOG_E(
+            TAG,
+            "Frequency is out of range (%X - %X): %lX",
+            INFRARED_MIN_FREQUENCY,
+            INFRARED_MAX_FREQUENCY,
+            raw->frequency);
+        return false;
+
+    } else if((raw->duty_cycle <= 0) || (raw->duty_cycle > 1)) {
+        FURI_LOG_E(TAG, "Duty cycle is out of range (0 - 1): %f", (double)raw->duty_cycle);
+        return false;
+
+    } else if((raw->timings_size <= 0) || (raw->timings_size > MAX_TIMINGS_AMOUNT)) {
+        FURI_LOG_E(
+            TAG,
+            "Timings amount is out of range (0 - %X): %zX",
+            MAX_TIMINGS_AMOUNT,
+            raw->timings_size);
+        return false;
+    }
+
+    return true;
+}
+
+static inline bool
+    infrared_signal_save_message(const InfraredMessage* message, FlipperFormat* ff) {
+    const char* protocol_name = infrared_get_protocol_name(message->protocol);
+    return flipper_format_write_string_cstr(
+               ff, INFRARED_SIGNAL_TYPE_KEY, INFRARED_SIGNAL_TYPE_PARSED) &&
+           flipper_format_write_string_cstr(ff, INFRARED_SIGNAL_PROTOCOL_KEY, protocol_name) &&
+           flipper_format_write_hex(
+               ff, INFRARED_SIGNAL_ADDRESS_KEY, (uint8_t*)&message->address, 4) &&
+           flipper_format_write_hex(
+               ff, INFRARED_SIGNAL_COMMAND_KEY, (uint8_t*)&message->command, 4);
+}
+
+static inline bool infrared_signal_save_raw(const InfraredRawSignal* raw, FlipperFormat* ff) {
+    furi_assert(raw->timings_size <= MAX_TIMINGS_AMOUNT);
+    return flipper_format_write_string_cstr(
+               ff, INFRARED_SIGNAL_TYPE_KEY, INFRARED_SIGNAL_TYPE_RAW) &&
+           flipper_format_write_uint32(ff, INFRARED_SIGNAL_FREQUENCY_KEY, &raw->frequency, 1) &&
+           flipper_format_write_float(ff, INFRARED_SIGNAL_DUTY_CYCLE_KEY, &raw->duty_cycle, 1) &&
+           flipper_format_write_uint32(
+               ff, INFRARED_SIGNAL_DATA_KEY, raw->timings, raw->timings_size);
+}
+
+static inline bool infrared_signal_read_message(InfraredSignal* signal, FlipperFormat* ff) {
+    FuriString* buf;
+    buf = furi_string_alloc();
+    bool success = false;
+
+    do {
+        if(!flipper_format_read_string(ff, INFRARED_SIGNAL_PROTOCOL_KEY, buf)) break;
+
+        InfraredMessage message;
+        message.protocol = infrared_get_protocol_by_name(furi_string_get_cstr(buf));
+
+        if(!flipper_format_read_hex(ff, INFRARED_SIGNAL_ADDRESS_KEY, (uint8_t*)&message.address, 4))
+            break;
+        if(!flipper_format_read_hex(ff, INFRARED_SIGNAL_COMMAND_KEY, (uint8_t*)&message.command, 4))
+            break;
+        if(!infrared_signal_is_message_valid(&message)) break;
+
+        infrared_signal_set_message(signal, &message);
+        success = true;
+    } while(false);
+
+    furi_string_free(buf);
+    return success;
+}
+
+static inline bool infrared_signal_read_raw(InfraredSignal* signal, FlipperFormat* ff) {
+    bool success = false;
+
+    do {
+        uint32_t frequency;
+        if(!flipper_format_read_uint32(ff, INFRARED_SIGNAL_FREQUENCY_KEY, &frequency, 1)) break;
+
+        float duty_cycle;
+        if(!flipper_format_read_float(ff, INFRARED_SIGNAL_DUTY_CYCLE_KEY, &duty_cycle, 1)) break;
+
+        uint32_t timings_size;
+        if(!flipper_format_get_value_count(ff, INFRARED_SIGNAL_DATA_KEY, &timings_size)) break;
+
+        if(timings_size > MAX_TIMINGS_AMOUNT) break;
+
+        uint32_t* timings = malloc(sizeof(uint32_t) * timings_size);
+        if(!flipper_format_read_uint32(ff, INFRARED_SIGNAL_DATA_KEY, timings, timings_size)) {
+            free(timings);
+            break;
+        }
+        infrared_signal_set_raw_signal(signal, timings, timings_size, frequency, duty_cycle);
+        free(timings);
+
+        success = true;
+    } while(false);
+
+    return success;
+}
+
+bool infrared_signal_read_body(InfraredSignal* signal, FlipperFormat* ff) {
+    FuriString* tmp = furi_string_alloc();
+
+    bool success = false;
+
+    do {
+        if(!flipper_format_read_string(ff, INFRARED_SIGNAL_TYPE_KEY, tmp)) break;
+
+        if(furi_string_equal(tmp, INFRARED_SIGNAL_TYPE_RAW)) {
+            if(!infrared_signal_read_raw(signal, ff)) break;
+        } else if(furi_string_equal(tmp, INFRARED_SIGNAL_TYPE_PARSED)) {
+            if(!infrared_signal_read_message(signal, ff)) break;
+        } else {
+            FURI_LOG_E(TAG, "Unknown signal type: %s", furi_string_get_cstr(tmp));
+            break;
+        }
+
+        success = true;
+    } while(false);
+
+    furi_string_free(tmp);
+    return success;
+}
+
+InfraredSignal* infrared_signal_alloc() {
+    InfraredSignal* signal = malloc(sizeof(InfraredSignal));
+
+    signal->is_raw = false;
+    signal->payload.message.protocol = InfraredProtocolUnknown;
+
+    return signal;
+}
+
+void infrared_signal_free(InfraredSignal* signal) {
+    infrared_signal_clear_timings(signal);
+    free(signal);
+}
+
+bool infrared_signal_is_raw(const InfraredSignal* signal) {
+    return signal->is_raw;
+}
+
+bool infrared_signal_is_valid(const InfraredSignal* signal) {
+    return signal->is_raw ? infrared_signal_is_raw_valid(&signal->payload.raw) :
+                            infrared_signal_is_message_valid(&signal->payload.message);
+}
+
+void infrared_signal_set_signal(InfraredSignal* signal, const InfraredSignal* other) {
+    if(other->is_raw) {
+        const InfraredRawSignal* raw = &other->payload.raw;
+        infrared_signal_set_raw_signal(
+            signal, raw->timings, raw->timings_size, raw->frequency, raw->duty_cycle);
+    } else {
+        const InfraredMessage* message = &other->payload.message;
+        infrared_signal_set_message(signal, message);
+    }
+}
+
+void infrared_signal_set_raw_signal(
+    InfraredSignal* signal,
+    const uint32_t* timings,
+    size_t timings_size,
+    uint32_t frequency,
+    float duty_cycle) {
+    infrared_signal_clear_timings(signal);
+
+    signal->is_raw = true;
+
+    signal->payload.raw.timings_size = timings_size;
+    signal->payload.raw.frequency = frequency;
+    signal->payload.raw.duty_cycle = duty_cycle;
+
+    signal->payload.raw.timings = malloc(timings_size * sizeof(uint32_t));
+    memcpy(signal->payload.raw.timings, timings, timings_size * sizeof(uint32_t));
+}
+
+const InfraredRawSignal* infrared_signal_get_raw_signal(const InfraredSignal* signal) {
+    furi_assert(signal->is_raw);
+    return &signal->payload.raw;
+}
+
+void infrared_signal_set_message(InfraredSignal* signal, const InfraredMessage* message) {
+    infrared_signal_clear_timings(signal);
+
+    signal->is_raw = false;
+    signal->payload.message = *message;
+}
+
+const InfraredMessage* infrared_signal_get_message(const InfraredSignal* signal) {
+    furi_assert(!signal->is_raw);
+    return &signal->payload.message;
+}
+
+bool infrared_signal_save(const InfraredSignal* signal, FlipperFormat* ff, const char* name) {
+    if(!flipper_format_write_comment_cstr(ff, "") ||
+       !flipper_format_write_string_cstr(ff, INFRARED_SIGNAL_NAME_KEY, name)) {
+        return false;
+    } else if(signal->is_raw) {
+        return infrared_signal_save_raw(&signal->payload.raw, ff);
+    } else {
+        return infrared_signal_save_message(&signal->payload.message, ff);
+    }
+}
+
+bool infrared_signal_read(InfraredSignal* signal, FlipperFormat* ff, FuriString* name) {
+    bool success = false;
+
+    do {
+        if(!infrared_signal_read_name(ff, name)) break;
+        if(!infrared_signal_read_body(signal, ff)) break;
+
+        success = true; //-V779
+    } while(false);
+
+    return success;
+}
+
+bool infrared_signal_read_name(FlipperFormat* ff, FuriString* name) {
+    return flipper_format_read_string(ff, INFRARED_SIGNAL_NAME_KEY, name);
+}
+
+bool infrared_signal_search_by_name_and_read(
+    InfraredSignal* signal,
+    FlipperFormat* ff,
+    const char* name) {
+    bool success = false;
+    FuriString* tmp = furi_string_alloc();
+
+    while(infrared_signal_read_name(ff, tmp)) {
+        if(furi_string_equal(tmp, name)) {
+            success = infrared_signal_read_body(signal, ff);
+            break;
+        }
+    }
+
+    furi_string_free(tmp);
+    return success;
+}
+
+bool infrared_signal_search_by_index_and_read(
+    InfraredSignal* signal,
+    FlipperFormat* ff,
+    size_t index) {
+    bool success = false;
+    FuriString* tmp = furi_string_alloc();
+
+    for(uint32_t i = 0; infrared_signal_read_name(ff, tmp); ++i) {
+        if(i == index) {
+            success = infrared_signal_read_body(signal, ff);
+            break;
+        }
+    }
+
+    furi_string_free(tmp);
+    return success;
+}
+
+void infrared_signal_transmit(const InfraredSignal* signal) {
+    if(signal->is_raw) {
+        const InfraredRawSignal* raw_signal = &signal->payload.raw;
+        infrared_send_raw_ext(
+            raw_signal->timings,
+            raw_signal->timings_size,
+            true,
+            raw_signal->frequency,
+            raw_signal->duty_cycle);
+    } else {
+        const InfraredMessage* message = &signal->payload.message;
+        infrared_send(message, 1);
+    }
+}

+ 216 - 0
laser_tag/infrared_signal.h

@@ -0,0 +1,216 @@
+/**
+ * @file infrared_signal.h
+ * @brief Infrared signal library.
+ *
+ * Infrared signals may be of two types:
+ * - known to the infrared signal decoder, or *parsed* signals
+ * - the rest, or *raw* signals, which are treated merely as a set of timings.
+ */
+#pragma once
+
+#include <flipper_format/flipper_format.h>
+#include <infrared/encoder_decoder/infrared.h>
+
+/**
+ * @brief InfraredSignal opaque type declaration.
+ */
+typedef struct InfraredSignal InfraredSignal;
+
+/**
+ * @brief Raw signal type definition.
+ *
+ * Measurement units used:
+ * - time: microseconds (uS)
+ * - frequency: Hertz (Hz)
+ * - duty_cycle: no units, fraction between 0 and 1.
+ */
+typedef struct {
+    size_t timings_size; /**< Number of elements in the timings array. */
+    uint32_t* timings; /**< Pointer to an array of timings describing the signal. */
+    uint32_t frequency; /**< Carrier frequency of the signal. */
+    float duty_cycle; /**< Duty cycle of the signal. */
+} InfraredRawSignal;
+
+/**
+ * @brief Create a new InfraredSignal instance.
+ *
+ * @returns pointer to the instance created.
+ */
+InfraredSignal* infrared_signal_alloc();
+
+/**
+ * @brief Delete an InfraredSignal instance.
+ *
+ * @param[in,out] signal pointer to the instance to be deleted.
+ */
+void infrared_signal_free(InfraredSignal* signal);
+
+/**
+ * @brief Test whether an InfraredSignal instance holds a raw signal.
+ *
+ * @param[in] signal pointer to the instance to be tested.
+ * @returns true if the instance holds a raw signal, false otherwise.
+ */
+bool infrared_signal_is_raw(const InfraredSignal* signal);
+
+/**
+ * @brief Test whether an InfraredSignal instance holds any signal.
+ *
+ * @param[in] signal pointer to the instance to be tested.
+ * @returns true if the instance holds raw signal, false otherwise.
+ */
+bool infrared_signal_is_valid(const InfraredSignal* signal);
+
+/**
+ * @brief Set an InfraredInstance to hold the signal from another one.
+ *
+ * Any instance's previous contents will be automatically deleted before
+ * copying the source instance's contents.
+ *
+ * @param[in,out] signal pointer to the destination instance.
+ * @param[in] other pointer to the source instance.
+ */
+void infrared_signal_set_signal(InfraredSignal* signal, const InfraredSignal* other);
+
+/**
+ * @brief Set an InfraredInstance to hold a raw signal.
+ *
+ * Any instance's previous contents will be automatically deleted before
+ * copying the raw signal.
+ *
+ * After this call, infrared_signal_is_raw() will return true.
+ *
+ * @param[in,out] signal pointer to the destination instance.
+ * @param[in] timings pointer to an array containing the raw signal timings.
+ * @param[in] timings_size number of elements in the timings array.
+ * @param[in] frequency signal carrier frequency, in Hertz.
+ * @param[in] duty_cycle signal duty cycle, fraction between 0 and 1.
+ */
+void infrared_signal_set_raw_signal(
+    InfraredSignal* signal,
+    const uint32_t* timings,
+    size_t timings_size,
+    uint32_t frequency,
+    float duty_cycle);
+
+/**
+ * @brief Get the raw signal held by an InfraredSignal instance.
+ *
+ * @warning the instance MUST hold a *raw* signal, otherwise undefined behaviour will occur.
+ *
+ * @param[in] signal pointer to the instance to be queried.
+ * @returns pointer to the raw signal structure held by the instance.
+ */
+const InfraredRawSignal* infrared_signal_get_raw_signal(const InfraredSignal* signal);
+
+/**
+ * @brief Set an InfraredInstance to hold a parsed signal.
+ *
+ * Any instance's previous contents will be automatically deleted before
+ * copying the raw signal.
+ *
+ * After this call, infrared_signal_is_raw() will return false.
+ *
+ * @param[in,out] signal pointer to the destination instance.
+ * @param[in] message pointer to the message containing the parsed signal.
+ */
+void infrared_signal_set_message(InfraredSignal* signal, const InfraredMessage* message);
+
+/**
+ * @brief Get the parsed signal held by an InfraredSignal instance.
+ *
+ * @warning the instance MUST hold a *parsed* signal, otherwise undefined behaviour will occur.
+ *
+ * @param[in] signal pointer to the instance to be queried.
+ * @returns pointer to the parsed signal structure held by the instance.
+ */
+const InfraredMessage* infrared_signal_get_message(const InfraredSignal* signal);
+
+/**
+ * @brief Read a signal and its name from a FlipperFormat file into an InfraredSignal instance.
+ *
+ * The file must be allocated and open prior to this call. The seek position determines
+ * which signal will be read (if there is more than one in the file). Calling this function
+ * repeatedly will result in all signals in the file to be read until no more are left.
+ *
+ * @param[in,out] signal pointer to the instance to be read into.
+ * @param[in,out] ff pointer to the FlipperFormat file instance to read from.
+ * @param[out] name pointer to the string to hold the signal name. Must be properly allocated.
+ * @returns true if a signal was successfully read, false otherwise (e.g. no more signals to read).
+ */
+bool infrared_signal_read(InfraredSignal* signal, FlipperFormat* ff, FuriString* name);
+
+/**
+ * @brief Read a signal name from a FlipperFormat file.
+ *
+ * Same behaviour as infrared_signal_read(), but only the name is read.
+ *
+ * @param[in,out] ff pointer to the FlipperFormat file instance to read from.
+ * @param[out] name pointer to the string to hold the signal name. Must be properly allocated.
+ * @returns true if a signal name was successfully read, false otherwise (e.g. no more signals to read).
+ */
+bool infrared_signal_read_name(FlipperFormat* ff, FuriString* name);
+
+/**
+ * @brief Read a signal from a FlipperFormat file.
+ *
+ * Same behaviour as infrared_signal_read(), but only the body is read.
+ *
+ * @param[in,out] ff pointer to the FlipperFormat file instance to read from.
+ * @param[out] body pointer to the InfraredSignal instance to hold the signal body. Must be properly allocated.
+ * @returns true if a signal body was successfully read, false otherwise (e.g. syntax error).
+ */
+bool infrared_signal_read_body(InfraredSignal* signal, FlipperFormat* ff);
+
+/**
+ * @brief Read a signal with a particular name from a FlipperFormat file into an InfraredSignal instance.
+ *
+ * This function will look for a signal with the given name and if found, attempt to read it.
+ * Same considerations apply as to infrared_signal_read().
+ *
+ * @param[in,out] signal pointer to the instance to be read into.
+ * @param[in,out] ff pointer to the FlipperFormat file instance to read from.
+ * @param[in] name pointer to a zero-terminated string containing the requested signal name.
+ * @returns true if a signal was found and successfully read, false otherwise (e.g. the signal was not found).
+ */
+bool infrared_signal_search_by_name_and_read(
+    InfraredSignal* signal,
+    FlipperFormat* ff,
+    const char* name);
+
+/**
+ * @brief Read a signal with a particular index from a FlipperFormat file into an InfraredSignal instance.
+ *
+ * This function will look for a signal with the given index and if found, attempt to read it.
+ * Same considerations apply as to infrared_signal_read().
+ *
+ * @param[in,out] signal pointer to the instance to be read into.
+ * @param[in,out] ff pointer to the FlipperFormat file instance to read from.
+ * @param[in] index the requested signal index.
+ * @returns true if a signal was found and successfully read, false otherwise (e.g. the signal was not found).
+ */
+bool infrared_signal_search_by_index_and_read(
+    InfraredSignal* signal,
+    FlipperFormat* ff,
+    size_t index);
+
+/**
+ * @brief Save a signal contained in an InfraredSignal instance to a FlipperFormat file.
+ *
+ * The file must be allocated and open prior to this call. Additionally, an appropriate header
+ * must be already written into the file.
+ *
+ * @param[in] signal pointer to the instance holding the signal to be saved.
+ * @param[in,out] ff pointer to the FlipperFormat file instance to write to.
+ * @param[in] name pointer to a zero-terminated string contating the name of the signal.
+ */
+bool infrared_signal_save(const InfraredSignal* signal, FlipperFormat* ff, const char* name);
+
+/**
+ * @brief Transmit a signal contained in an InfraredSignal instance.
+ *
+ * The transmission happens once per call using the built-in hardware (via HAL calls).
+ *
+ * @param[in] signal pointer to the instance holding the signal to be transmitted.
+ */
+void infrared_signal_transmit(const InfraredSignal* signal);

+ 406 - 0
laser_tag/laser_tag_app.c

@@ -0,0 +1,406 @@
+#include "laser_tag_app.h"
+#include "laser_tag_view.h"
+#include "infrared_controller.h"
+#include "game_state.h"
+#include <furi.h>
+#include <gui/gui.h>
+#include <input/input.h>
+#include <notification/notification.h>
+
+#define TAG "LaserTagApp"
+
+struct LaserTagApp {
+    Gui* gui;
+    ViewPort* view_port;
+    LaserTagView* view;
+    FuriMessageQueue* event_queue;
+    FuriTimer* timer;
+    NotificationApp* notifications;
+    InfraredController* ir_controller;
+    GameState* game_state;
+    LaserTagState state;
+    bool need_redraw;
+};
+
+const NotificationSequence sequence_vibro_1 = {&message_vibro_on, &message_vibro_off, NULL};
+const NotificationSequence sequence_short_beep =
+    {&message_note_c4, &message_delay_50, &message_sound_off, NULL};
+
+static void laser_tag_app_timer_callback(void* context) {
+    furi_assert(context);
+    LaserTagApp* app = context;
+    FURI_LOG_D(TAG, "Timer callback triggered");
+
+    if(app->state == LaserTagStateSplashScreen) {
+        if(game_state_get_time(app->game_state) >= 2) {
+            FURI_LOG_I(TAG, "Splash screen time over, switching to TeamSelect");
+            app->state = LaserTagStateTeamSelect;
+            game_state_reset(app->game_state);
+            FURI_LOG_D(TAG, "Game state reset after splash screen");
+        } else {
+            FURI_LOG_D(TAG, "Updating splash screen time");
+            game_state_update_time(app->game_state, 1);
+        }
+    } else if(app->state == LaserTagStateGame) {
+        FURI_LOG_D(TAG, "Updating game time by 1 second");
+        game_state_update_time(app->game_state, 1);
+    }
+
+    if(app->view) {
+        FURI_LOG_D(TAG, "Updating view with the latest game state");
+        laser_tag_view_update(app->view, app->game_state);
+        app->need_redraw = true;
+    }
+}
+
+static void laser_tag_app_input_callback(InputEvent* input_event, void* context) {
+    furi_assert(context);
+    LaserTagApp* app = context;
+    FURI_LOG_D(TAG, "Input event received: type=%d, key=%d", input_event->type, input_event->key);
+    furi_message_queue_put(app->event_queue, input_event, 0);
+    FURI_LOG_D(TAG, "Input event queued successfully");
+}
+
+static void laser_tag_app_draw_callback(Canvas* canvas, void* context) {
+    furi_assert(context);
+    LaserTagApp* app = context;
+    FURI_LOG_D(TAG, "Entering draw callback");
+
+    if(app->state == LaserTagStateSplashScreen) {
+        canvas_clear(canvas);
+        canvas_set_font(canvas, FontPrimary);
+        canvas_draw_str(canvas, 5, 20, "Laser Tag!");
+        canvas_set_font(canvas, FontSecondary);
+        canvas_draw_str(canvas, 5, 40, "https://github.com/");
+        canvas_draw_str(canvas, 5, 50, "RocketGod-git/");
+        canvas_draw_str(canvas, 5, 60, "Flipper-Zero-Laser-Tag");
+        canvas_draw_frame(canvas, 0, 0, 128, 64);
+        canvas_draw_line(canvas, 0, 30, 127, 30);
+        canvas_draw_circle(canvas, 110, 15, 12);
+        canvas_draw_disc(canvas, 110, 15, 4);
+
+    } else if(app->state == LaserTagStateTeamSelect) {
+        canvas_clear(canvas);
+        canvas_draw_frame(canvas, 0, 0, 128, 64);
+
+        canvas_set_font(canvas, FontPrimary);
+        canvas_draw_str(canvas, 14, 13, "SELECT TEAM");
+
+        canvas_draw_line(canvas, 0, 16, 127, 16);
+
+        canvas_set_font(canvas, FontSecondary);
+        canvas_draw_str(canvas, 5, 30, "LEFT");
+        canvas_draw_str(canvas, 95, 30, "RIGHT");
+
+        canvas_set_font(canvas, FontPrimary);
+        canvas_draw_str(canvas, 10, 45, "RED");
+        canvas_draw_str(canvas, 95, 45, "BLUE");
+
+        // Gun icon for Red team
+        canvas_draw_line(canvas, 10, 50, 25, 50);
+        canvas_draw_line(canvas, 25, 50, 25, 55);
+        canvas_draw_line(canvas, 10, 55, 25, 55);
+        canvas_draw_line(canvas, 15, 55, 15, 60);
+
+        // Gun icon for Blue team (facing left)
+        canvas_draw_line(canvas, 95, 50, 110, 50);
+        canvas_draw_line(canvas, 95, 50, 95, 55);
+        canvas_draw_line(canvas, 95, 55, 110, 55);
+        canvas_draw_line(canvas, 105, 55, 105, 60);
+
+        // Laser beams
+        canvas_draw_line(canvas, 25, 52, 60, 32);
+        canvas_draw_line(canvas, 95, 52, 60, 32);
+
+        // Targets where lasers hit
+        canvas_draw_circle(canvas, 60, 32, 5);
+        canvas_draw_circle(canvas, 60, 32, 2);
+
+    } else if(app->state == LaserTagStateGameOver) {
+        canvas_clear(canvas);
+
+        canvas_set_font(canvas, FontPrimary);
+
+        // Display "GAME OVER!" centered on the screen
+        canvas_draw_str_aligned(canvas, 64, 25, AlignCenter, AlignCenter, "GAME OVER!");
+
+        // Add a solid block border around the screen
+        for(int x = 0; x < 128; x += 8) {
+            canvas_draw_box(canvas, x, 0, 8, 8);
+            canvas_draw_box(canvas, x, 56, 8, 8);
+        }
+        for(int y = 8; y < 56; y += 8) {
+            canvas_draw_box(canvas, 0, y, 8, 8);
+            canvas_draw_box(canvas, 120, y, 8, 8);
+        }
+
+        canvas_set_font(canvas, FontSecondary);
+        canvas_draw_str_aligned(canvas, 64, 50, AlignCenter, AlignCenter, "Press OK to Restart");
+
+    } else if(app->view) {
+        FURI_LOG_D(TAG, "Drawing game view");
+        laser_tag_view_draw(laser_tag_view_get_view(app->view), canvas);
+    }
+    FURI_LOG_D(TAG, "Exiting draw callback");
+}
+
+LaserTagApp* laser_tag_app_alloc() {
+    FURI_LOG_D(TAG, "Allocating Laser Tag App");
+    LaserTagApp* app = malloc(sizeof(LaserTagApp));
+    if(!app) {
+        FURI_LOG_E(TAG, "Failed to allocate LaserTagApp");
+        return NULL;
+    }
+    FURI_LOG_I(TAG, "LaserTagApp allocated successfully");
+
+    memset(app, 0, sizeof(LaserTagApp));
+
+    app->gui = furi_record_open(RECORD_GUI);
+    app->view_port = view_port_alloc();
+    app->view = laser_tag_view_alloc();
+    app->notifications = furi_record_open(RECORD_NOTIFICATION);
+    app->game_state = game_state_alloc();
+    app->event_queue = furi_message_queue_alloc(8, sizeof(InputEvent));
+
+    if(!app->gui || !app->view_port || !app->view || !app->notifications || !app->game_state ||
+       !app->event_queue) {
+        FURI_LOG_E(TAG, "Failed to allocate resources for LaserTagApp");
+        laser_tag_app_free(app);
+        return NULL;
+    }
+
+    app->state = LaserTagStateSplashScreen;
+    app->need_redraw = true;
+    FURI_LOG_I(TAG, "Initial state set to SplashScreen");
+
+    view_port_draw_callback_set(app->view_port, laser_tag_app_draw_callback, app);
+    view_port_input_callback_set(app->view_port, laser_tag_app_input_callback, app);
+    gui_add_view_port(app->gui, app->view_port, GuiLayerFullscreen);
+    FURI_LOG_D(TAG, "ViewPort callbacks set and added to GUI");
+
+    app->timer = furi_timer_alloc(laser_tag_app_timer_callback, FuriTimerTypePeriodic, app);
+    if(!app->timer) {
+        FURI_LOG_E(TAG, "Failed to allocate timer");
+        laser_tag_app_free(app);
+        return NULL;
+    }
+    FURI_LOG_I(TAG, "Timer allocated");
+
+    furi_timer_start(app->timer, furi_kernel_get_tick_frequency());
+    FURI_LOG_D(TAG, "Timer started");
+
+    return app;
+}
+
+void laser_tag_app_free(LaserTagApp* app) {
+    FURI_LOG_D(TAG, "Freeing Laser Tag App");
+    furi_assert(app);
+
+    furi_timer_free(app->timer);
+    view_port_enabled_set(app->view_port, false);
+    gui_remove_view_port(app->gui, app->view_port);
+    view_port_free(app->view_port);
+    laser_tag_view_free(app->view);
+    furi_message_queue_free(app->event_queue);
+    if(app->ir_controller) {
+        infrared_controller_free(app->ir_controller);
+    }
+    free(app->game_state);
+    furi_record_close(RECORD_GUI);
+    furi_record_close(RECORD_NOTIFICATION);
+
+    free(app);
+    FURI_LOG_I(TAG, "Laser Tag App freed successfully");
+}
+
+void laser_tag_app_fire(LaserTagApp* app) {
+    furi_assert(app);
+    FURI_LOG_D(TAG, "Firing laser");
+
+    if(!app->ir_controller) {
+        FURI_LOG_E(TAG, "IR controller is NULL in laser_tag_app_fire");
+        return;
+    }
+
+    infrared_controller_send(app->ir_controller);
+    FURI_LOG_D(TAG, "Laser fired, decreasing ammo by 1");
+    game_state_decrease_ammo(app->game_state, 1);
+
+    notification_message(app->notifications, &sequence_short_beep);
+
+    if(game_state_get_team(app->game_state) == TeamBlue) {
+        notification_message(app->notifications, &sequence_blink_blue_100);
+
+        FURI_LOG_I(TAG, "Notifying user with blink blue and short beep");
+    } else {
+        notification_message(app->notifications, &sequence_blink_red_100);
+
+        FURI_LOG_I(TAG, "Notifying user with blink red and short beep");
+    }
+
+    app->need_redraw = true;
+}
+
+void laser_tag_app_handle_hit(LaserTagApp* app) {
+    furi_assert(app);
+    FURI_LOG_D(TAG, "Handling hit, decreasing health by 10");
+
+    game_state_decrease_health(app->game_state, 10);
+    notification_message(app->notifications, &sequence_vibro_1);
+    FURI_LOG_I(TAG, "Notifying user with vibration");
+
+    if(game_state_is_game_over(app->game_state)) {
+        FURI_LOG_I(TAG, "Game over, switching to Game Over screen");
+
+        notification_message(app->notifications, &sequence_error);
+
+        app->state = LaserTagStateGameOver;
+        app->need_redraw = true;
+    }
+}
+
+static bool laser_tag_app_enter_game_state(LaserTagApp* app) {
+    furi_assert(app);
+    FURI_LOG_I(TAG, "Entering game state");
+
+    app->state = LaserTagStateGame;
+    game_state_reset(app->game_state);
+    FURI_LOG_D(TAG, "Game state reset");
+
+    laser_tag_view_update(app->view, app->game_state);
+    FURI_LOG_D(TAG, "View updated with new game state");
+
+    if(app->ir_controller) {
+        infrared_controller_free(app->ir_controller);
+        app->ir_controller = NULL;
+    }
+    app->ir_controller = infrared_controller_alloc();
+    if(!app->ir_controller) {
+        FURI_LOG_E(TAG, "Failed to allocate IR controller");
+        return false;
+    }
+    FURI_LOG_I(TAG, "IR controller allocated");
+
+    infrared_controller_set_team(app->ir_controller, game_state_get_team(app->game_state));
+    FURI_LOG_D(TAG, "IR controller team set");
+    app->need_redraw = true;
+    return true;
+}
+
+int32_t laser_tag_app(void* p) {
+    UNUSED(p);
+    FURI_LOG_I(TAG, "Laser Tag app starting");
+
+    LaserTagApp* app = laser_tag_app_alloc();
+    if(!app) {
+        FURI_LOG_E(TAG, "Failed to allocate application");
+        return -1;
+    }
+    FURI_LOG_D(TAG, "LaserTagApp allocated successfully");
+
+    InputEvent event;
+    bool running = true;
+    while(running) {
+        FURI_LOG_D(TAG, "Start of main loop iteration");
+
+        FuriStatus status = furi_message_queue_get(app->event_queue, &event, 100);
+        if(status == FuriStatusOk) {
+            FURI_LOG_D(TAG, "Received input event: type=%d, key=%d", event.type, event.key);
+            if(event.type == InputTypePress || event.type == InputTypeRepeat) {
+                if(app->state == LaserTagStateSplashScreen ||
+                   app->state == LaserTagStateTeamSelect) {
+                    switch(event.key) {
+                    case InputKeyLeft:
+                        FURI_LOG_I(TAG, "Red team selected");
+                        game_state_set_team(app->game_state, TeamRed);
+                        if(!laser_tag_app_enter_game_state(app)) {
+                            running = false;
+                        }
+                        break;
+                    case InputKeyRight:
+                        FURI_LOG_I(TAG, "Blue team selected");
+                        game_state_set_team(app->game_state, TeamBlue);
+                        if(!laser_tag_app_enter_game_state(app)) {
+                            running = false;
+                        }
+                        break;
+                    case InputKeyBack:
+                        FURI_LOG_I(TAG, "Back key pressed, exiting");
+                        running = false;
+                        break;
+                    default:
+                        break;
+                    }
+                } else if(app->state == LaserTagStateGameOver) {
+                    if(event.key == InputKeyOk) {
+                        FURI_LOG_I(TAG, "OK key pressed, restarting game");
+
+                        // Restart game by resetting game state and transitioning to splash screen
+                        game_state_reset(app->game_state);
+                        app->state = LaserTagStateSplashScreen;
+                        app->need_redraw = true;
+                    }
+                } else if(app->state == LaserTagStateGame) {
+                    if(event.key == InputKeyDown && game_state_get_ammo(app->game_state) == 0) {
+                        // Reload ammo when Down button is pressed and ammo is depleted
+                        FURI_LOG_I(TAG, "Down key pressed, reloading ammo");
+                        game_state_increase_ammo(app->game_state, INITIAL_AMMO);
+                        app->need_redraw = true;
+                    } else {
+                        switch(event.key) {
+                        case InputKeyBack:
+                            FURI_LOG_I(TAG, "Back key pressed, exiting");
+                            running = false;
+                            break;
+                        case InputKeyOk:
+                            FURI_LOG_I(TAG, "OK key pressed, firing laser");
+                            laser_tag_app_fire(app);
+                            break;
+                        default:
+                            break;
+                        }
+                    }
+                }
+            }
+        } else if(status == FuriStatusErrorTimeout) {
+            FURI_LOG_D(TAG, "No input event, continuing");
+        } else {
+            FURI_LOG_E(TAG, "Failed to get input event, status: %d", status);
+        }
+
+        if(app->state == LaserTagStateGame && app->ir_controller) {
+            if(infrared_controller_receive(app->ir_controller)) {
+                FURI_LOG_D(TAG, "Hit received, processing");
+                laser_tag_app_handle_hit(app);
+            }
+
+            if(game_state_is_game_over(app->game_state)) {
+                FURI_LOG_I(TAG, "Game over, notifying user with error sequence");
+                notification_message(app->notifications, &sequence_error);
+                // Stop game logic after game over
+                app->state = LaserTagStateGameOver;
+                app->need_redraw = true;
+            }
+        } else if(app->state == LaserTagStateGameOver) {
+            if(event.key == InputKeyOk) {
+                FURI_LOG_I(TAG, "OK key pressed, restarting game");
+                game_state_reset(app->game_state);
+                app->state = LaserTagStateSplashScreen;
+                app->need_redraw = true;
+            }
+        }
+
+        if(app->need_redraw) {
+            FURI_LOG_D(TAG, "Updating viewport");
+            view_port_update(app->view_port);
+            app->need_redraw = false;
+        }
+
+        FURI_LOG_D(TAG, "End of main loop iteration");
+        furi_delay_ms(10);
+    }
+
+    FURI_LOG_I(TAG, "Laser Tag app exiting");
+    laser_tag_app_free(app);
+    return 0;
+}

+ 26 - 0
laser_tag/laser_tag_app.h

@@ -0,0 +1,26 @@
+
+#pragma once
+
+#include <furi.h>
+#include <gui/gui.h>
+#include <input/input.h>
+#include <stdlib.h>
+#include <notification/notification_messages.h>
+#include <gui/view_dispatcher.h>
+#include <gui/modules/submenu.h>
+#include <gui/scene_manager.h>
+#include <gui/modules/variable_item_list.h>
+#include <gui/modules/button_menu.h>
+
+#define FRAME_WIDTH  128
+#define FRAME_HEIGHT 64
+
+typedef struct LaserTagApp LaserTagApp;
+
+LaserTagApp* laser_tag_app_alloc();
+void laser_tag_app_free(LaserTagApp* app);
+int32_t laser_tag_app(void* p);
+void laser_tag_app_set_view_port(LaserTagApp* app, View* view);
+void laser_tag_app_switch_to_next_scene(LaserTagApp* app);
+void laser_tag_app_fire(LaserTagApp* app);
+void laser_tag_app_handle_hit(LaserTagApp* app);

+ 178 - 0
laser_tag/laser_tag_icons.c

@@ -0,0 +1,178 @@
+
+#include "laser_tag_icons.h"
+#include <gui/icon_i.h>
+
+const uint8_t laser_gun_icon_data[] = {
+    0,
+    0b00000000,
+    0b00000000,
+    0b00000001,
+    0b10000000,
+    0b00000011,
+    0b11000000,
+    0b00000111,
+    0b11100000,
+    0b00001111,
+    0b11110000,
+    0b00011111,
+    0b11111000,
+    0b11111111,
+    0b11111110,
+    0b11111111,
+    0b11111111,
+};
+
+const uint8_t health_icon_data[] = {
+    0,
+    0b00001100,
+    0b00110000,
+    0b00011110,
+    0b01111000,
+    0b00111111,
+    0b11111100,
+    0b01111111,
+    0b11111110,
+    0b01111111,
+    0b11111110,
+    0b00111111,
+    0b11111100,
+    0b00011111,
+    0b11111000,
+    0b00000111,
+    0b11100000,
+};
+
+const uint8_t ammo_icon_data[] = {
+    0,
+    0b00011000,
+    0b00011000,
+    0b00111100,
+    0b00111100,
+    0b01111110,
+    0b01111110,
+    0b11111111,
+    0b11111111,
+    0b11111111,
+    0b11111111,
+    0b01111110,
+    0b01111110,
+    0b00111100,
+    0b00111100,
+    0b00011000,
+    0b00011000,
+};
+
+const uint8_t team_red_icon_data[] = {
+    0,
+    0b00011000,
+    0b00011000,
+    0b00111100,
+    0b00111100,
+    0b01111110,
+    0b01111110,
+    0b11111111,
+    0b11111111,
+    0b11111111,
+    0b11111111,
+    0b01111110,
+    0b01111110,
+    0b00111100,
+    0b00111100,
+    0b00011000,
+    0b00011000,
+};
+
+const uint8_t team_blue_icon_data[] = {
+    0,
+    0b11100111,
+    0b11100111,
+    0b11000011,
+    0b11000011,
+    0b10000001,
+    0b10000001,
+    0b00000000,
+    0b00000000,
+    0b00000000,
+    0b00000000,
+    0b10000001,
+    0b10000001,
+    0b11000011,
+    0b11000011,
+    0b11100111,
+    0b11100111,
+};
+
+const uint8_t game_over_icon_data[] = {
+    0,
+    0b11111111,
+    0b11111111,
+    0b10000000,
+    0b00000001,
+    0b10111101,
+    0b10111101,
+    0b10100001,
+    0b10100001,
+    0b10100001,
+    0b10100001,
+    0b10111101,
+    0b10111101,
+    0b10000000,
+    0b00000001,
+    0b11111111,
+    0b11111111,
+};
+
+const uint8_t* const laser_gun_icon_frames[] = {laser_gun_icon_data};
+const uint8_t* const health_icon_frames[] = {health_icon_data};
+const uint8_t* const ammo_icon_frames[] = {ammo_icon_data};
+const uint8_t* const team_red_icon_frames[] = {team_red_icon_data};
+const uint8_t* const team_blue_icon_frames[] = {team_blue_icon_data};
+const uint8_t* const game_over_icon_frames[] = {game_over_icon_data};
+
+const Icon I_laser_gun_icon = {
+    .width = 16,
+    .height = 8,
+    .frame_count = 1,
+    .frame_rate = 0,
+    .frames = laser_gun_icon_frames,
+};
+
+const Icon I_health_icon = {
+    .width = 16,
+    .height = 8,
+    .frame_count = 1,
+    .frame_rate = 0,
+    .frames = health_icon_frames,
+};
+
+const Icon I_ammo_icon = {
+    .width = 16,
+    .height = 8,
+    .frame_count = 1,
+    .frame_rate = 0,
+    .frames = ammo_icon_frames,
+};
+
+const Icon I_team_red_icon = {
+    .width = 16,
+    .height = 8,
+    .frame_count = 1,
+    .frame_rate = 0,
+    .frames = team_red_icon_frames,
+};
+
+const Icon I_team_blue_icon = {
+    .width = 16,
+    .height = 8,
+    .frame_count = 1,
+    .frame_rate = 0,
+    .frames = team_blue_icon_frames,
+};
+
+const Icon I_game_over_icon = {
+    .width = 16,
+    .height = 8,
+    .frame_count = 1,
+    .frame_rate = 0,
+    .frames = game_over_icon_frames,
+};

+ 18 - 0
laser_tag/laser_tag_icons.h

@@ -0,0 +1,18 @@
+
+#pragma once
+
+#include <gui/icon.h>
+
+extern const Icon I_laser_gun_icon;
+extern const Icon I_health_icon;
+extern const Icon I_ammo_icon;
+extern const Icon I_team_red_icon;
+extern const Icon I_team_blue_icon;
+extern const Icon I_game_over_icon;
+
+#define LASER_GUN_ICON (&I_laser_gun_icon)
+#define HEALTH_ICON    (&I_health_icon)
+#define AMMO_ICON      (&I_ammo_icon)
+#define TEAM_RED_ICON  (&I_team_red_icon)
+#define TEAM_BLUE_ICON (&I_team_blue_icon)
+#define GAME_OVER_ICON (&I_game_over_icon)

+ 114 - 0
laser_tag/laser_tag_view.c

@@ -0,0 +1,114 @@
+#include "laser_tag_view.h"
+#include <furi.h>
+#include <gui/elements.h>
+
+struct LaserTagView {
+    View* view;
+};
+
+typedef struct {
+    LaserTagTeam team;
+    uint8_t health;
+    uint16_t ammo;
+    uint32_t game_time;
+    bool game_over;
+} LaserTagViewModel;
+
+static void laser_tag_view_draw_callback(Canvas* canvas, void* model) {
+    LaserTagViewModel* m = model;
+    furi_assert(m);
+    furi_assert(canvas);
+
+    canvas_clear(canvas);
+    canvas_set_color(canvas, ColorBlack);
+
+    canvas_draw_str_aligned(
+        canvas, 5, 10, AlignLeft, AlignBottom, m->team == TeamRed ? "Team: Red" : "Team: Blue");
+
+    canvas_draw_str_aligned(canvas, 5, 25, AlignLeft, AlignBottom, "Health:");
+    canvas_draw_frame(canvas, 55, 20, 60, 10);
+    canvas_draw_box(canvas, 56, 21, (58 * m->health) / 100, 8);
+
+    canvas_draw_str_aligned(canvas, 5, 40, AlignLeft, AlignBottom, "Ammo:");
+    canvas_draw_frame(canvas, 55, 35, 60, 10);
+    canvas_draw_box(canvas, 56, 36, (58 * m->ammo) / 100, 8);
+
+    if(m->ammo == 0) {
+        canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignBottom, "Press 'Down' to Reload");
+    }
+
+    uint32_t minutes = m->game_time / 60;
+    uint32_t seconds = m->game_time % 60;
+    FuriString* str = furi_string_alloc_printf("%02ld:%02ld", minutes, seconds);
+    canvas_draw_str_aligned(canvas, 5, 60, AlignLeft, AlignBottom, furi_string_get_cstr(str));
+
+    if(m->game_over) {
+        canvas_draw_str_aligned(canvas, 5, 75, AlignLeft, AlignBottom, "GAME OVER");
+    }
+
+    furi_string_free(str);
+}
+
+static bool laser_tag_view_input_callback(InputEvent* event, void* context) {
+    UNUSED(event);
+    UNUSED(context);
+    return false;
+}
+
+LaserTagView* laser_tag_view_alloc() {
+    LaserTagView* laser_tag_view = malloc(sizeof(LaserTagView));
+    if(!laser_tag_view) {
+        return NULL;
+    }
+
+    laser_tag_view->view = view_alloc();
+    if(!laser_tag_view->view) {
+        free(laser_tag_view);
+        return NULL;
+    }
+
+    view_set_context(laser_tag_view->view, laser_tag_view);
+    view_allocate_model(laser_tag_view->view, ViewModelTypeLocking, sizeof(LaserTagViewModel));
+    view_set_draw_callback(laser_tag_view->view, laser_tag_view_draw_callback);
+    view_set_input_callback(laser_tag_view->view, laser_tag_view_input_callback);
+
+    return laser_tag_view;
+}
+
+void laser_tag_view_free(LaserTagView* laser_tag_view) {
+    if(!laser_tag_view) return;
+    if(laser_tag_view->view) {
+        view_free(laser_tag_view->view);
+    }
+    free(laser_tag_view);
+}
+
+void laser_tag_view_draw(View* view, Canvas* canvas) {
+    furi_assert(view);
+    furi_assert(canvas);
+    LaserTagViewModel* model = view_get_model(view);
+    laser_tag_view_draw_callback(canvas, model);
+    view_commit_model(view, false);
+}
+
+View* laser_tag_view_get_view(LaserTagView* laser_tag_view) {
+    furi_assert(laser_tag_view);
+    return laser_tag_view->view;
+}
+
+void laser_tag_view_update(LaserTagView* laser_tag_view, GameState* game_state) {
+    furi_assert(laser_tag_view);
+    furi_assert(game_state);
+
+    with_view_model(
+        laser_tag_view->view,
+        LaserTagViewModel * model,
+        {
+            model->team = game_state_get_team(game_state);
+            model->health = game_state_get_health(game_state);
+            model->ammo = game_state_get_ammo(game_state);
+            model->game_time = game_state_get_time(game_state);
+            model->game_over = game_state_is_game_over(game_state);
+        },
+        true);
+}

+ 13 - 0
laser_tag/laser_tag_view.h

@@ -0,0 +1,13 @@
+
+#pragma once
+
+#include <gui/view.h>
+#include "game_state.h"
+
+typedef struct LaserTagView LaserTagView;
+
+LaserTagView* laser_tag_view_alloc();
+void laser_tag_view_free(LaserTagView* laser_tag_view);
+void laser_tag_view_draw(View* view, Canvas* canvas);
+View* laser_tag_view_get_view(LaserTagView* laser_tag_view);
+void laser_tag_view_update(LaserTagView* laser_tag_view, GameState* game_state);

+ 20 - 0
laser_tag/manifest.yml

@@ -0,0 +1,20 @@
+author: '@RocketGod-git & @jamisonderek'
+category: 'Games'
+changelog: '@./docs/CHANGELOG.md'
+description: '@./docs/README.md'
+icon: 'icons/laser_tag_10px.png'
+id: 'laser_tag'
+name: 'Laser Tag'
+screenshots:
+  - 'screenshots/Screenshot1.png'
+  - 'screenshots/Screenshot2.png'
+  - 'screenshots/Screenshot3.png'
+  - 'screenshots/Screenshot4.png'
+short_description: 'Laser Tag game for Flipper Zero'
+sourcecode:
+  location:
+    commit_sha: f9b4be203cb2e47636477dbbd6971c0b8ce9f7b6
+    origin: https://github.com/RocketGod-git/Flipper-Zero-Laser-Tag.git
+    subdir:
+  type: git
+version: 1.0

BIN
laser_tag/screenshots/Screenshot1.png


BIN
laser_tag/screenshots/Screenshot2.png


BIN
laser_tag/screenshots/Screenshot3.png


BIN
laser_tag/screenshots/Screenshot4.png