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Add 'jetpack_joyride/' from commit 'ffe7f179a9348ed7348b21a42133f64a0168baed'

git-subtree-dir: jetpack_joyride
git-subtree-mainline: 902032e0cd71f3d79be094102764f1107e92d5ad
git-subtree-split: ffe7f179a9348ed7348b21a42133f64a0168baed
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  1. 4 0
      jetpack_joyride/.gitignore
  2. 30 0
      jetpack_joyride/README.md
  3. 15 0
      jetpack_joyride/application.fam
  4. BIN
      jetpack_joyride/assets/air_vent.png
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      jetpack_joyride/assets/alert/frame_01.png
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      jetpack_joyride/assets/alert/frame_02.png
  7. 1 0
      jetpack_joyride/assets/alert/frame_rate
  8. BIN
      jetpack_joyride/assets/barry/frame_01.png
  9. BIN
      jetpack_joyride/assets/barry/frame_02.png
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      jetpack_joyride/assets/barry/frame_03.png
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      jetpack_joyride/assets/barry/frame_rate
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      jetpack_joyride/assets/barry_infill.png
  13. BIN
      jetpack_joyride/assets/bg1.png
  14. BIN
      jetpack_joyride/assets/bg2.png
  15. BIN
      jetpack_joyride/assets/bg3.png
  16. BIN
      jetpack_joyride/assets/coin.png
  17. BIN
      jetpack_joyride/assets/coin_infill.png
  18. BIN
      jetpack_joyride/assets/dead_scientist.png
  19. BIN
      jetpack_joyride/assets/dead_scientist_infill.png
  20. BIN
      jetpack_joyride/assets/door.png
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      jetpack_joyride/assets/missile/frame_01.png
  22. 1 0
      jetpack_joyride/assets/missile/frame_rate
  23. BIN
      jetpack_joyride/assets/missile_infill.png
  24. BIN
      jetpack_joyride/assets/pillar.png
  25. BIN
      jetpack_joyride/assets/scientist_left.png
  26. BIN
      jetpack_joyride/assets/scientist_left_infill.png
  27. BIN
      jetpack_joyride/assets/scientist_right.png
  28. BIN
      jetpack_joyride/assets/scientist_right_infill.png
  29. BIN
      jetpack_joyride/docs/screenshots/gameplay.png
  30. BIN
      jetpack_joyride/icon.png
  31. 81 0
      jetpack_joyride/includes/background_asset.c
  32. 34 0
      jetpack_joyride/includes/background_assets.h
  33. 33 0
      jetpack_joyride/includes/barry.c
  34. 23 0
      jetpack_joyride/includes/barry.h
  35. 98 0
      jetpack_joyride/includes/coin.c
  36. 26 0
      jetpack_joyride/includes/coin.h
  37. 35 0
      jetpack_joyride/includes/game_sprites.h
  38. 5 0
      jetpack_joyride/includes/game_state.c
  39. 34 0
      jetpack_joyride/includes/game_state.h
  40. 86 0
      jetpack_joyride/includes/missile.c
  41. 24 0
      jetpack_joyride/includes/missile.h
  42. 57 0
      jetpack_joyride/includes/particle.c
  43. 21 0
      jetpack_joyride/includes/particle.h
  44. 14 0
      jetpack_joyride/includes/point.h
  45. 77 0
      jetpack_joyride/includes/scientist.c
  46. 29 0
      jetpack_joyride/includes/scientist.h
  47. 9 0
      jetpack_joyride/includes/states.h
  48. 373 0
      jetpack_joyride/jetpack.c

+ 4 - 0
jetpack_joyride/.gitignore

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+dist/*
+.vscode
+.clang-format
+.editorconfig

+ 30 - 0
jetpack_joyride/README.md

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+# flipper-jetpack-game
+
+`JETPACKS, ROCKETS, AND ADVENTURE AWAITS!`
+
+![JETRIDE](docs/screenshots/gameplay.png)
+
+## Game Remake of Jetpack Joyride for Flipper Zero
+- Recreated based on the classic Jetpack Joyride game for Flipper Zero.
+- Get ready for a thrilling ride filled with obstacles, coins, and of course, jetpacks!
+
+### Usage
+
+- Start the "Jetpack Game" plugin and navigate Barry through the lab with your jetpack.
+
+### Build
+
+- Recursively clone your base firmware (official or not).
+- Clone this repository in `applications_user`.
+- Build with `./fbt fap_dist APPSRC=applications_user/flipper-jetpack-game`.
+- Retrieve the built fap in the dist subfolders.
+
+For more information about the build tool, check [here](https://github.com/flipperdevices/flipperzero-firmware/blob/dev/documentation/fbt.md).
+
+### Credits
+
+- Original Game: Jetpack Joyride by Halfbrick Studios.
+
+---
+
+Feel free to raise an issue or contribute to the project! Your feedback helps make the game better for everyone.

+ 15 - 0
jetpack_joyride/application.fam

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+# For details & more options, see documentation/AppManifests.md in firmware repo
+
+App(
+    appid="jetpack_game",
+    name="Jetpack Game",
+    apptype=FlipperAppType.EXTERNAL,
+    entry_point="jetpack_game_app",
+    cdefines=["APP_JETPACK_GAME"],
+    requires=["gui"],
+    stack_size=4 * 1024,
+    order=100,
+    fap_icon="icon.png",
+    fap_category="Games",
+    fap_icon_assets="assets",
+)

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jetpack_joyride/assets/scientist_right.png


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jetpack_joyride/assets/scientist_right_infill.png


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jetpack_joyride/docs/screenshots/gameplay.png


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+ 81 - 0
jetpack_joyride/includes/background_asset.c

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+#include <jetpack_game_icons.h>
+
+#include "background_assets.h"
+
+static AssetProperties assetProperties[BG_ASSETS_MAX] = {
+    {.width = 27, .spawn_chance = 1, .x_offset = 24, .y_offset = 36, .sprite = &I_door},
+    {.width = 12, .spawn_chance = 6, .x_offset = 33, .y_offset = 14, .sprite = &I_air_vent}};
+
+void background_assets_tick(BackgroundAsset* const assets) {
+    // Move assets towards the player
+    for(int i = 0; i < BG_ASSETS_MAX; i++) {
+        if(assets[i].visible) {
+            assets[i].point.x -= 1; // move left by 2 units
+            if(assets[i].point.x <=
+               -assets[i].properties->width) { // if the asset is out of screen
+                assets[i].visible = false; // set asset x coordinate to 0 to mark it as "inactive"
+            }
+        }
+    }
+}
+
+void spawn_random_background_asset(BackgroundAsset* const assets) {
+    // Calculate the total spawn chances for all assets
+    int total_spawn_chance = 0;
+    for(int i = 0; i < BG_ASSETS_MAX; ++i) {
+        total_spawn_chance += assetProperties[i].spawn_chance;
+    }
+
+    // Generate a random number between 0 and total_spawn_chance
+    int random_number = rand() % total_spawn_chance;
+
+    // Select the asset based on the random number
+    int chosen_asset = -1;
+    int accumulated_chance = 0;
+    for(int i = 0; i < BG_ASSETS_MAX; ++i) {
+        accumulated_chance += assetProperties[i].spawn_chance;
+        if(random_number < accumulated_chance) {
+            chosen_asset = i;
+            break;
+        }
+    }
+
+    // If no asset is chosen, return
+    if(chosen_asset == -1) {
+        return;
+    }
+
+    // Look for an available slot for the chosen asset
+    for(int i = 0; i < BG_ASSETS_MAX; ++i) {
+        if(assets[i].visible == false) {
+            // Spawn the asset
+            assets[i].point.x = 127 + assetProperties[chosen_asset].x_offset;
+            assets[i].point.y = assetProperties[chosen_asset].y_offset;
+            assets[i].properties = &assetProperties[chosen_asset];
+            assets[i].visible = true;
+            break;
+        }
+    }
+}
+
+void draw_background_assets(const BackgroundAsset* assets, Canvas* const canvas, int distance) {
+    canvas_draw_box(canvas, 0, 6, 128, 1);
+    canvas_draw_box(canvas, 0, 56, 128, 2);
+
+    // Calculate the pillar offset based on the traveled distance
+    int pillar_offset = distance % 64;
+
+    // Draw pillars
+    for(int x = -pillar_offset; x < 128; x += 64) {
+        canvas_draw_icon(canvas, x, 6, &I_pillar);
+    }
+
+    // Draw assets
+    for(int i = 0; i < BG_ASSETS_MAX; ++i) {
+        if(assets[i].visible) {
+            canvas_set_color(canvas, ColorBlack);
+            canvas_draw_icon(
+                canvas, assets[i].point.x, assets[i].point.y, assets[i].properties->sprite);
+        }
+    }
+}

+ 34 - 0
jetpack_joyride/includes/background_assets.h

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+#ifndef BACKGROUND_ASSETS_H
+#define BACKGROUND_ASSETS_H
+
+#include <stdlib.h>
+#include <stdbool.h>
+
+#include <gui/gui.h>
+
+#include "point.h"
+#include "states.h"
+#include "game_sprites.h"
+#include <jetpack_game_icons.h>
+
+#define BG_ASSETS_MAX 3
+
+typedef struct {
+    int width;
+    int spawn_chance;
+    int x_offset;
+    int y_offset;
+    const Icon* sprite;
+} AssetProperties;
+
+typedef struct {
+    POINT point;
+    AssetProperties* properties;
+    bool visible;
+} BackgroundAsset;
+
+void background_assets_tick(BackgroundAsset* const assets);
+void spawn_random_background_asset(BackgroundAsset* const assets);
+void draw_background_assets(const BackgroundAsset* assets, Canvas* const canvas, int distance);
+
+#endif // BACKGROUND_ASSETS_H

+ 33 - 0
jetpack_joyride/includes/barry.c

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+#include "barry.h"
+#include "game_sprites.h"
+
+#include <gui/gui.h>
+#include <furi.h>
+
+void barry_tick(BARRY* const barry) {
+    // Do jetpack things
+    if(barry->isBoosting) {
+        barry->gravity += GRAVITY_BOOST; // Increase upward momentum
+    } else {
+        barry->gravity += GRAVITY_FALL; // Increase downward momentum faster
+    }
+
+    barry->point.y += barry->gravity;
+
+    // Constrain barry's height within sprite_height and 64 - sprite_height
+    if(barry->point.y > (64 - BARRY_HEIGHT)) {
+        barry->point.y = 64 - BARRY_HEIGHT;
+        barry->gravity = 0; // stop upward momentum
+    } else if(barry->point.y < 0) {
+        barry->point.y = 0;
+        barry->gravity = 0; // stop downward momentum
+    }
+}
+
+void draw_barry(const BARRY* barry, Canvas* const canvas, const GameSprites* sprites) {
+    canvas_set_color(canvas, ColorBlack);
+    canvas_draw_icon_animation(canvas, barry->point.x, barry->point.y, sprites->barry);
+
+    canvas_set_color(canvas, ColorWhite);
+    canvas_draw_icon(canvas, barry->point.x, barry->point.y, sprites->barry_infill);
+}

+ 23 - 0
jetpack_joyride/includes/barry.h

@@ -0,0 +1,23 @@
+#ifndef BARRY_H
+#define BARRY_H
+
+#include <stdbool.h>
+
+#include <gui/gui.h>
+#include "point.h"
+#include "game_sprites.h"
+
+#define GRAVITY_TICK 0.2
+#define GRAVITY_BOOST -0.4
+#define GRAVITY_FALL 0.3
+
+typedef struct {
+    float gravity;
+    POINT point;
+    bool isBoosting;
+} BARRY;
+
+void barry_tick(BARRY* const barry);
+void draw_barry(const BARRY* barry, Canvas* const canvas, const GameSprites* sprites);
+
+#endif // BARRY_H

+ 98 - 0
jetpack_joyride/includes/coin.c

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+#include <stdlib.h>
+#include <stdbool.h>
+
+#include <jetpack_game_icons.h>
+#include <gui/gui.h>
+
+#include "coin.h"
+#include "barry.h"
+
+#define PATTERN_MAX_HEIGHT 40
+
+// Patterns
+const COIN_PATTERN coin_patterns[] = {
+    {// Square pattern
+     .count = 9,
+     .coins = {{0, 0}, {8, 0}, {16, 0}, {0, 8}, {8, 8}, {16, 8}, {0, 16}, {8, 16}, {16, 16}}},
+    {// Wavy pattern (approximate sine wave)
+     .count = 8,
+     .coins = {{0, 8}, {8, 16}, {16, 24}, {24, 16}, {32, 8}, {40, 0}, {48, 8}, {56, 16}}},
+    {// Diagonal pattern
+     .count = 5,
+     .coins = {{0, 0}, {8, 8}, {16, 16}, {24, 24}, {32, 32}}},
+    // Add more patterns here
+};
+
+void coin_tick(COIN* const coins, BARRY* const barry, int* const total_coins) {
+    // Move coins towards the player
+    for(int i = 0; i < COINS_MAX; i++) {
+        if(coin_colides(&coins[i], barry)) {
+            coins[i].point.x = 0; // Remove the coin
+            (*total_coins)++;
+        }
+        if(coins[i].point.x > 0) {
+            coins[i].point.x -= 1; // move left by 1 unit
+            if(coins[i].point.x < -COIN_WIDTH) { // if the coin is out of screen
+                coins[i].point.x = 0; // set coin x coordinate to 0 to mark it as "inactive"
+            }
+        }
+    }
+}
+
+bool coin_colides(COIN* const coin, BARRY* const barry) {
+    return !(
+        barry->point.x > coin->point.x + COIN_WIDTH || // Barry is to the right of the coin
+        barry->point.x + BARRY_WIDTH < coin->point.x || // Barry is to the left of the coin
+        barry->point.y > coin->point.y + COIN_WIDTH || // Barry is below the coin
+        barry->point.y + BARRY_HEIGHT < coin->point.y); // Barry is above the coin
+}
+
+void spawn_random_coin(COIN* const coins) {
+    // Select a random pattern
+    int pattern_index = rand() % (sizeof(coin_patterns) / sizeof(coin_patterns[0]));
+    const COIN_PATTERN* pattern = &coin_patterns[pattern_index];
+
+    // Count available slots for new coins
+    int available_slots = 0;
+    for(int i = 0; i < COINS_MAX; ++i) {
+        if(coins[i].point.x <= 0) {
+            ++available_slots;
+        }
+    }
+
+    // If there aren't enough slots, return without spawning coins
+    if(available_slots < pattern->count) return;
+
+    // Spawn coins according to the selected pattern
+    int coin_index = 0;
+    int random_offset = rand() % (SCREEN_HEIGHT - PATTERN_MAX_HEIGHT);
+    int random_offset_x = rand() % 16;
+    for(int i = 0; i < pattern->count; ++i) {
+        // Find an available slot for a new coin
+        while(coins[coin_index].point.x > 0 && coin_index < COINS_MAX) {
+            ++coin_index;
+        }
+        // If no slot is available, stop spawning coins
+        if(coin_index == COINS_MAX) break;
+
+        // Spawn the coin
+        coins[coin_index].point.x = SCREEN_WIDTH - 1 + pattern->coins[i].x + random_offset_x;
+        coins[coin_index].point.y =
+            random_offset +
+            pattern->coins[i]
+                .y; // The pattern is spawned at a random y position, but not too close to the screen edge
+    }
+}
+
+void draw_coins(const COIN* coins, Canvas* const canvas, const GameSprites* sprites) {
+    canvas_set_color(canvas, ColorBlack);
+    for(int i = 0; i < COINS_MAX; ++i) {
+        if(coins[i].point.x > 0) {
+            canvas_set_color(canvas, ColorBlack);
+            canvas_draw_icon(canvas, coins[i].point.x, coins[i].point.y, sprites->coin);
+
+            canvas_set_color(canvas, ColorWhite);
+            canvas_draw_icon(canvas, coins[i].point.x, coins[i].point.y, sprites->coin_infill);
+        }
+    }
+}

+ 26 - 0
jetpack_joyride/includes/coin.h

@@ -0,0 +1,26 @@
+#ifndef COIN_H
+#define COIN_H
+
+#include <gui/gui.h>
+
+#include "point.h"
+#include "barry.h"
+
+#define COINS_MAX 15
+
+typedef struct {
+    float gravity;
+    POINT point;
+} COIN;
+
+typedef struct {
+    int count;
+    POINT coins[COINS_MAX];
+} COIN_PATTERN;
+
+void coin_tick(COIN* const coins, BARRY* const barry, int* const poins);
+void spawn_random_coin(COIN* const coins);
+bool coin_colides(COIN* const coin, BARRY* const barry);
+void draw_coins(const COIN* coins, Canvas* const canvas, const GameSprites* sprites);
+
+#endif // COIN_H

+ 35 - 0
jetpack_joyride/includes/game_sprites.h

@@ -0,0 +1,35 @@
+#ifndef GAME_SPRITES_H
+#define GAME_SPRITES_H
+
+#include "point.h"
+#include <gui/icon_animation.h>
+
+#define SCREEN_WIDTH 128
+#define SCREEN_HEIGHT 64
+
+#define BARRY_WIDTH 11
+#define BARRY_HEIGHT 15
+
+#define MISSILE_WIDTH 26
+#define MISSILE_HEIGHT 12
+
+#define SCIENTIST_WIDTH 9
+#define SCIENTIST_HEIGHT 14
+
+#define COIN_WIDTH 7
+
+typedef struct {
+    IconAnimation* barry;
+    const Icon* barry_infill;
+    const Icon* scientist_left;
+    const Icon* scientist_left_infill;
+    const Icon* scientist_right;
+    const Icon* scientist_right_infill;
+    const Icon* coin;
+    const Icon* coin_infill;
+    IconAnimation* missile;
+    IconAnimation* alert;
+    const Icon* missile_infill;
+} GameSprites;
+
+#endif // GAME_SPRITES_H

+ 5 - 0
jetpack_joyride/includes/game_state.c

@@ -0,0 +1,5 @@
+#include "game_state.h"
+
+void game_state_tick(GameState* const game_state) {
+    game_state->distance++;
+}

+ 34 - 0
jetpack_joyride/includes/game_state.h

@@ -0,0 +1,34 @@
+#ifndef GAMESTATE_H
+#define GAMESTATE_H
+
+#include <gui/icon_animation.h>
+#include <furi.h>
+
+#include "barry.h"
+#include "scientist.h"
+#include "coin.h"
+#include "particle.h"
+#include "game_sprites.h"
+#include "states.h"
+#include "missile.h"
+#include "background_assets.h"
+typedef struct {
+    int total_coins;
+    int distance;
+    bool new_highscore;
+    BARRY barry;
+    COIN coins[COINS_MAX];
+    PARTICLE particles[PARTICLES_MAX];
+    SCIENTIST scientists[SCIENTISTS_MAX];
+    MISSILE missiles[MISSILES_MAX];
+    BackgroundAsset bg_assets[BG_ASSETS_MAX];
+    State state;
+    GameSprites sprites;
+    FuriMutex* mutex;
+    FuriTimer* timer;
+    void (*death_handler)();
+} GameState;
+
+void game_state_tick(GameState* const game_state);
+
+#endif // GAMESTATE_H

+ 86 - 0
jetpack_joyride/includes/missile.c

@@ -0,0 +1,86 @@
+#include <stdlib.h>
+#include <stdbool.h>
+
+#include <jetpack_game_icons.h>
+#include <gui/gui.h>
+
+#include "states.h"
+#include "game_sprites.h"
+#include "missile.h"
+#include "barry.h"
+
+void missile_tick(MISSILE* const missiles, BARRY* const barry, void (*death_handler)()) {
+    // Move missiles towards the player
+    for(int i = 0; i < MISSILES_MAX; i++) {
+        if(missiles[i].visible && missile_colides(&missiles[i], barry)) {
+            death_handler();
+        }
+        if(missiles[i].visible) {
+            missiles[i].point.x -= 2; // move left by 2 units
+            if(missiles[i].point.x < -MISSILE_WIDTH) { // if the missile is out of screen
+                missiles[i].visible = false; // set missile as "inactive"
+            }
+        }
+    }
+}
+
+void spawn_random_missile(MISSILE* const missiles) {
+    // Check for an available slot for a new missile
+    for(int i = 0; i < MISSILES_MAX; ++i) {
+        if(!missiles[i].visible) {
+            missiles[i].point.x = 2 * SCREEN_WIDTH;
+            missiles[i].point.y = rand() % (SCREEN_HEIGHT - MISSILE_HEIGHT);
+            missiles[i].visible = true;
+            break;
+        }
+    }
+}
+
+void draw_missiles(const MISSILE* missiles, Canvas* const canvas, const GameSprites* sprites) {
+    for(int i = 0; i < MISSILES_MAX; ++i) {
+        if(missiles[i].visible) {
+            canvas_set_color(canvas, ColorBlack);
+
+            if(missiles[i].point.x > 128) {
+                canvas_draw_icon_animation(
+                    canvas, SCREEN_WIDTH - 7, missiles[i].point.y, sprites->alert);
+            } else {
+                canvas_draw_icon_animation(
+                    canvas, missiles[i].point.x, missiles[i].point.y, sprites->missile);
+
+                canvas_set_color(canvas, ColorWhite);
+                canvas_draw_icon(
+                    canvas, missiles[i].point.x, missiles[i].point.y, sprites->missile_infill);
+            }
+        }
+    }
+}
+
+bool missile_colides(MISSILE* const missile, BARRY* const barry) {
+    return !(
+        barry->point.x >
+            missile->point.x + MISSILE_WIDTH - 14 || // Barry is to the right of the missile
+        barry->point.x + BARRY_WIDTH - 3 <
+            missile->point.x || // Barry is to the left of the missile
+        barry->point.y > missile->point.y + MISSILE_HEIGHT || // Barry is below the missile
+        barry->point.y + BARRY_HEIGHT < missile->point.y); // Barry is above the missile
+}
+
+int get_rocket_spawn_distance(int player_distance) {
+    // Define the start and end points for rocket spawn distance
+    int start_distance = 256;
+    int end_distance = 24;
+
+    // Define the maximum player distance at which the spawn distance should be at its minimum
+    int max_player_distance = 5000; // Adjust this value based on your game's difficulty curve
+
+    if(player_distance >= max_player_distance) {
+        return end_distance;
+    }
+
+    // Calculate the linear interpolation factor
+    float t = (float)player_distance / max_player_distance;
+
+    // Interpolate the rocket spawn distance
+    return start_distance + t * (end_distance - start_distance);
+}

+ 24 - 0
jetpack_joyride/includes/missile.h

@@ -0,0 +1,24 @@
+#ifndef MISSILE_H
+#define MISSILE_H
+
+#include <gui/gui.h>
+#include "game_sprites.h"
+
+#include "states.h"
+#include "point.h"
+#include "barry.h"
+
+#define MISSILES_MAX 5
+
+typedef struct {
+    POINT point;
+    bool visible;
+} MISSILE;
+
+void missile_tick(MISSILE* const missiles, BARRY* const barry, void (*death_handler)());
+void spawn_random_missile(MISSILE* const MISSILEs);
+bool missile_colides(MISSILE* const MISSILE, BARRY* const barry);
+int get_rocket_spawn_distance(int player_distance);
+void draw_missiles(const MISSILE* missiles, Canvas* const canvas, const GameSprites* sprites);
+
+#endif // MISSILE_H

+ 57 - 0
jetpack_joyride/includes/particle.c

@@ -0,0 +1,57 @@
+#include <stdlib.h>
+
+#include "particle.h"
+#include "scientist.h"
+#include "barry.h"
+
+void particle_tick(PARTICLE* const particles, SCIENTIST* const scientists) {
+    // Move particles
+    for(int i = 0; i < PARTICLES_MAX; i++) {
+        if(particles[i].point.y > 0) {
+            particles[i].point.y += PARTICLE_VELOCITY;
+
+            // Check collision with scientists
+            for(int j = 0; j < SCIENTISTS_MAX; j++) {
+                if(scientists[j].state == ScientistStateAlive && scientists[j].point.x > 0) {
+                    // Check whether the particle lies within the scientist's bounding box
+                    if(!(particles[i].point.x > scientists[j].point.x + SCIENTIST_WIDTH ||
+                         particles[i].point.x < scientists[j].point.x ||
+                         particles[i].point.y > scientists[j].point.y + SCIENTIST_HEIGHT ||
+                         particles[i].point.y < scientists[j].point.y)) {
+                        scientists[j].state = ScientistStateDead;
+                        // (*points) += 2; // Increase the score by 2
+                    }
+                }
+            }
+
+            if(particles[i].point.x < 0 || particles[i].point.x > SCREEN_WIDTH ||
+               particles[i].point.y < 0 || particles[i].point.y > SCREEN_HEIGHT) {
+                particles[i].point.y = 0;
+            }
+        }
+    }
+}
+
+void spawn_random_particles(PARTICLE* const particles, BARRY* const barry) {
+    for(int i = 0; i < PARTICLES_MAX; i++) {
+        if(particles[i].point.y <= 0) {
+            particles[i].point.x = barry->point.x + (rand() % 4);
+            particles[i].point.y = barry->point.y + 14;
+            break;
+        }
+    }
+}
+
+void draw_particles(const PARTICLE* particles, Canvas* const canvas) {
+    canvas_set_color(canvas, ColorBlack);
+    for(int i = 0; i < PARTICLES_MAX; i++) {
+        if(particles[i].point.y > 0) {
+            canvas_draw_line(
+                canvas,
+                particles[i].point.x,
+                particles[i].point.y,
+                particles[i].point.x,
+                particles[i].point.y + 3);
+        }
+    }
+}

+ 21 - 0
jetpack_joyride/includes/particle.h

@@ -0,0 +1,21 @@
+
+
+#ifndef PARTICLE_H
+#define PARTICLE_H
+
+#include "point.h"
+#include "scientist.h"
+#include "barry.h"
+
+#define PARTICLES_MAX 50
+#define PARTICLE_VELOCITY 2
+
+typedef struct {
+    POINT point;
+} PARTICLE;
+
+void particle_tick(PARTICLE* const particles, SCIENTIST* const scientists);
+void spawn_random_particles(PARTICLE* const particles, BARRY* const barry);
+void draw_particles(const PARTICLE* particles, Canvas* const canvas);
+
+#endif // PARTICLE_H

+ 14 - 0
jetpack_joyride/includes/point.h

@@ -0,0 +1,14 @@
+#ifndef POINT_H
+#define POINT_H
+
+typedef struct {
+    int x;
+    int y;
+} POINT;
+
+typedef struct {
+    float x;
+    float y;
+} POINTF;
+
+#endif // POINT_H

+ 77 - 0
jetpack_joyride/includes/scientist.c

@@ -0,0 +1,77 @@
+#include "scientist.h"
+#include "game_sprites.h"
+
+#include <jetpack_game_icons.h>
+#include <gui/gui.h>
+
+void scientist_tick(SCIENTIST* const scientists) {
+    for(int i = 0; i < SCIENTISTS_MAX; i++) {
+        if(scientists[i].visible) {
+            if(scientists[i].point.x < 64) scientists[i].velocity_x = 0.5f;
+
+            scientists[i].point.x -= scientists[i].state == ScientistStateAlive ?
+                                         1 - scientists[i].velocity_x :
+                                         1; // move based on velocity_x
+            int width = (scientists[i].state == ScientistStateAlive) ? SCIENTIST_WIDTH :
+                                                                       SCIENTIST_HEIGHT;
+            if(scientists[i].point.x <= -width) { // if the scientist is out of screen
+                scientists[i].visible = false;
+            }
+        }
+    }
+}
+
+void spawn_random_scientist(SCIENTIST* const scientists) {
+    float velocities[] = {-0.5f, 0.0f, 0.5f, -1.0f};
+    // Check for an available slot for a new scientist
+    for(int i = 0; i < SCIENTISTS_MAX; ++i) {
+        if(!scientists[i].visible &&
+           (rand() % 1000) < 10) { // Spawn rate is less frequent than coins
+            scientists[i].state = ScientistStateAlive;
+            scientists[i].point.x = 127;
+            scientists[i].point.y = 49;
+            scientists[i].velocity_x = velocities[rand() % 4];
+            scientists[i].visible = true;
+            break;
+        }
+    }
+}
+
+void draw_scientists(const SCIENTIST* scientists, Canvas* const canvas, const GameSprites* sprites) {
+    for(int i = 0; i < SCIENTISTS_MAX; ++i) {
+        if(scientists[i].visible) {
+            canvas_set_color(canvas, ColorBlack);
+            if(scientists[i].state == ScientistStateAlive) {
+                canvas_draw_icon(
+                    canvas,
+                    (int)scientists[i].point.x,
+                    scientists[i].point.y,
+                    scientists[i].velocity_x >= 0 ? sprites->scientist_right :
+                                                    sprites->scientist_left);
+
+                canvas_set_color(canvas, ColorWhite);
+                canvas_draw_icon(
+                    canvas,
+                    (int)scientists[i].point.x,
+                    scientists[i].point.y,
+                    scientists[i].velocity_x >= 0 ? sprites->scientist_right_infill :
+                                                    sprites->scientist_left_infill);
+
+            } else {
+                canvas_set_color(canvas, ColorBlack);
+                canvas_draw_icon(
+                    canvas,
+                    (int)scientists[i].point.x,
+                    scientists[i].point.y + 5,
+                    &I_dead_scientist);
+
+                canvas_set_color(canvas, ColorWhite);
+                canvas_draw_icon(
+                    canvas,
+                    (int)scientists[i].point.x,
+                    scientists[i].point.y + 5,
+                    &I_dead_scientist_infill);
+            }
+        }
+    }
+}

+ 29 - 0
jetpack_joyride/includes/scientist.h

@@ -0,0 +1,29 @@
+#ifndef SCIENTIST_H
+#define SCIENTIST_H
+
+#include "point.h"
+#include "game_sprites.h"
+#include <gui/gui.h>
+
+#define SCIENTIST_VELOCITY_MIN -0.5f
+#define SCIENTIST_VELOCITY_MAX 0.5f
+
+#define SCIENTISTS_MAX 6
+
+typedef enum {
+    ScientistStateAlive,
+    ScientistStateDead,
+} ScientistState;
+
+typedef struct {
+    bool visible;
+    POINTF point;
+    float velocity_x;
+    ScientistState state;
+} SCIENTIST;
+
+void scientist_tick(SCIENTIST* const scientist);
+void spawn_random_scientist(SCIENTIST* const scientists);
+void draw_scientists(const SCIENTIST* scientists, Canvas* const canvas, const GameSprites* sprites);
+
+#endif // SCIENTIST_H

+ 9 - 0
jetpack_joyride/includes/states.h

@@ -0,0 +1,9 @@
+#ifndef STATE_H
+#define STATE_H
+
+typedef enum {
+    GameStateLife,
+    GameStateGameOver,
+} State;
+
+#endif // STATE_H

+ 373 - 0
jetpack_joyride/jetpack.c

@@ -0,0 +1,373 @@
+#include <stdlib.h>
+
+#include <jetpack_game_icons.h>
+#include <furi.h>
+#include <gui/gui.h>
+#include <gui/icon_animation.h>
+#include <input/input.h>
+#include <storage/storage.h>
+
+#include "includes/point.h"
+#include "includes/barry.h"
+#include "includes/scientist.h"
+#include "includes/particle.h"
+#include "includes/coin.h"
+#include "includes/missile.h"
+#include "includes/background_assets.h"
+
+#include "includes/game_state.h"
+
+#define TAG "Jetpack Game"
+#define SAVING_FILENAME APP_DATA_PATH("jetpack.save")
+static GameState* global_state;
+
+typedef enum {
+    EventTypeTick,
+    EventTypeKey,
+} EventType;
+
+typedef struct {
+    EventType type;
+    InputEvent input;
+} GameEvent;
+
+typedef struct {
+    int max_distance;
+    int total_coins;
+} SaveGame;
+
+static SaveGame save_game;
+
+static bool storage_game_state_load() {
+    Storage* storage = furi_record_open(RECORD_STORAGE);
+    storage_common_migrate(storage, EXT_PATH("apps/Games/jetpack.save"), SAVING_FILENAME);
+    File* file = storage_file_alloc(storage);
+
+    uint16_t bytes_readed = 0;
+    if(storage_file_open(file, SAVING_FILENAME, FSAM_READ, FSOM_OPEN_EXISTING))
+        bytes_readed = storage_file_read(file, &save_game, sizeof(SaveGame));
+    storage_file_close(file);
+    storage_file_free(file);
+    furi_record_close(RECORD_STORAGE);
+    return bytes_readed == sizeof(SaveGame);
+}
+
+static void storage_game_state_save() {
+    Storage* storage = furi_record_open(RECORD_STORAGE);
+
+    File* file = storage_file_alloc(storage);
+    if(storage_file_open(file, SAVING_FILENAME, FSAM_WRITE, FSOM_CREATE_ALWAYS)) {
+        storage_file_write(file, &save_game, sizeof(SaveGame));
+    }
+    storage_file_close(file);
+    storage_file_free(file);
+    furi_record_close(RECORD_STORAGE);
+}
+
+void handle_death() {
+    global_state->state = GameStateGameOver;
+    global_state->new_highscore = global_state->distance > save_game.max_distance;
+
+    if(global_state->distance > save_game.max_distance) {
+        save_game.max_distance = global_state->distance;
+    }
+
+    save_game.total_coins += global_state->total_coins;
+
+    storage_game_state_save();
+}
+
+static void jetpack_game_state_init(GameState* const game_state) {
+    UNUSED(game_state);
+    UNUSED(storage_game_state_save);
+    BARRY barry;
+    barry.gravity = 0;
+    barry.point.x = 32 + 5;
+    barry.point.y = 32;
+    barry.isBoosting = false;
+
+    GameSprites sprites;
+    sprites.barry = icon_animation_alloc(&A_barry);
+    sprites.barry_infill = &I_barry_infill;
+
+    sprites.scientist_left = (&I_scientist_left);
+    sprites.scientist_left_infill = (&I_scientist_left_infill);
+    sprites.scientist_right = (&I_scientist_right);
+    sprites.scientist_right_infill = (&I_scientist_right_infill);
+
+    sprites.coin = (&I_coin);
+    sprites.coin_infill = (&I_coin_infill);
+
+    sprites.missile = icon_animation_alloc(&A_missile);
+    sprites.missile_infill = &I_missile_infill;
+
+    sprites.alert = icon_animation_alloc(&A_alert);
+
+    icon_animation_start(sprites.barry);
+    icon_animation_start(sprites.missile);
+    icon_animation_start(sprites.alert);
+
+    game_state->barry = barry;
+    game_state->total_coins = 0;
+    game_state->distance = 0;
+    game_state->new_highscore = false;
+    game_state->sprites = sprites;
+    game_state->state = GameStateLife;
+    game_state->death_handler = handle_death;
+
+    memset(game_state->bg_assets, 0, sizeof(game_state->bg_assets));
+
+    memset(game_state->scientists, 0, sizeof(game_state->scientists));
+    memset(game_state->coins, 0, sizeof(game_state->coins));
+    memset(game_state->particles, 0, sizeof(game_state->particles));
+    memset(game_state->missiles, 0, sizeof(game_state->missiles));
+}
+
+static void jetpack_game_state_free(GameState* const game_state) {
+    icon_animation_free(game_state->sprites.barry);
+    icon_animation_free(game_state->sprites.missile);
+    icon_animation_free(game_state->sprites.alert);
+
+    free(game_state);
+}
+
+static void jetpack_game_tick(GameState* const game_state) {
+    if(game_state->state == GameStateGameOver) return;
+    barry_tick(&game_state->barry);
+    game_state_tick(game_state);
+    coin_tick(game_state->coins, &game_state->barry, &game_state->total_coins);
+    particle_tick(game_state->particles, game_state->scientists);
+    scientist_tick(game_state->scientists);
+    missile_tick(game_state->missiles, &game_state->barry, game_state->death_handler);
+
+    background_assets_tick(game_state->bg_assets);
+
+    // generate background every 64px aka. ticks
+    if(game_state->distance % 64 == 0 && rand() % 3 == 0) {
+        spawn_random_background_asset(game_state->bg_assets);
+    }
+
+    if(game_state->distance % 48 == 0 && rand() % 2 == 0) {
+        spawn_random_coin(game_state->coins);
+    }
+
+    if(game_state->distance % get_rocket_spawn_distance(game_state->distance) == 0 &&
+       rand() % 2 == 0) {
+        spawn_random_missile(game_state->missiles);
+    }
+
+    spawn_random_scientist(game_state->scientists);
+
+    if(game_state->barry.isBoosting) {
+        spawn_random_particles(game_state->particles, &game_state->barry);
+    }
+}
+
+static void jetpack_game_render_callback(Canvas* const canvas, void* ctx) {
+    furi_assert(ctx);
+    const GameState* game_state = ctx;
+    furi_mutex_acquire(game_state->mutex, FuriWaitForever);
+
+    if(game_state->state == GameStateLife) {
+        canvas_set_bitmap_mode(canvas, false);
+
+        draw_background_assets(game_state->bg_assets, canvas, game_state->distance);
+
+        canvas_set_bitmap_mode(canvas, true);
+
+        draw_coins(game_state->coins, canvas, &game_state->sprites);
+        draw_scientists(game_state->scientists, canvas, &game_state->sprites);
+        draw_particles(game_state->particles, canvas);
+        draw_missiles(game_state->missiles, canvas, &game_state->sprites);
+
+        draw_barry(&game_state->barry, canvas, &game_state->sprites);
+
+        canvas_set_color(canvas, ColorBlack);
+        canvas_set_font(canvas, FontSecondary);
+        char buffer[12];
+        snprintf(buffer, sizeof(buffer), "%u m", game_state->distance / 10);
+        canvas_draw_str_aligned(canvas, 123, 15, AlignRight, AlignBottom, buffer);
+
+        snprintf(buffer, sizeof(buffer), "$%u", game_state->total_coins);
+        canvas_draw_str_aligned(canvas, 5, 15, AlignLeft, AlignBottom, buffer);
+    }
+
+    if(game_state->state == GameStateGameOver) {
+        // Show highscore
+        char buffer[64];
+
+        canvas_set_font(canvas, FontSecondary);
+        canvas_draw_str_aligned(canvas, 64, 5, AlignCenter, AlignTop, "You flew");
+
+        snprintf(
+            buffer,
+            sizeof(buffer),
+            game_state->new_highscore ? "%u m (new best)" : "%u m",
+            game_state->distance / 10);
+        canvas_set_font(canvas, FontPrimary);
+        canvas_draw_str_aligned(canvas, 64, 16, AlignCenter, AlignTop, buffer);
+
+        canvas_set_font(canvas, FontSecondary);
+        canvas_draw_str_aligned(canvas, 64, 30, AlignCenter, AlignTop, "and collected");
+
+        snprintf(buffer, sizeof(buffer), "$%u", game_state->total_coins);
+        canvas_set_font(canvas, FontPrimary);
+        canvas_draw_str_aligned(canvas, 64, 41, AlignCenter, AlignTop, buffer);
+
+        snprintf(
+            buffer,
+            sizeof(buffer),
+            "Best: %u m, Tot: $%u",
+            save_game.max_distance / 10,
+            save_game.total_coins);
+        canvas_set_font(canvas, FontSecondary);
+        canvas_draw_str_aligned(canvas, 64, 63, AlignCenter, AlignBottom, buffer);
+
+        canvas_draw_rframe(canvas, 0, 3, 128, 49, 5);
+
+        // char buffer[12];
+        // snprintf(buffer, sizeof(buffer), "Dist: %u", game_state->distance);
+        // canvas_draw_str_aligned(canvas, 123, 12, AlignRight, AlignBottom, buffer);
+
+        // snprintf(buffer, sizeof(buffer), "Score: %u", game_state->points);
+        // canvas_draw_str_aligned(canvas, 5, 12, AlignLeft, AlignBottom, buffer);
+
+        // canvas_draw_str_aligned(canvas, 64, 34, AlignCenter, AlignCenter, "Highscore:");
+        // snprintf(buffer, sizeof(buffer), "Dist: %u", save_game.max_distance);
+        // canvas_draw_str_aligned(canvas, 123, 50, AlignRight, AlignBottom, buffer);
+
+        // snprintf(buffer, sizeof(buffer), "Score: %u", save_game.max_score);
+        // canvas_draw_str_aligned(canvas, 5, 50, AlignLeft, AlignBottom, buffer);
+
+        // canvas_draw_str_aligned(canvas, 64, 32, AlignCenter, AlignCenter, "boom.");
+
+        // if(furi_timer_is_running(game_state->timer)) {
+        //     furi_timer_start(game_state->timer, 0);
+        // }
+    }
+
+    // canvas_draw_frame(canvas, 0, 0, 128, 64);
+
+    furi_mutex_release(game_state->mutex);
+}
+
+static void jetpack_game_input_callback(InputEvent* input_event, FuriMessageQueue* event_queue) {
+    furi_assert(event_queue);
+
+    GameEvent event = {.type = EventTypeKey, .input = *input_event};
+    furi_message_queue_put(event_queue, &event, FuriWaitForever);
+}
+
+static void jetpack_game_update_timer_callback(FuriMessageQueue* event_queue) {
+    furi_assert(event_queue);
+
+    GameEvent event = {.type = EventTypeTick};
+    furi_message_queue_put(event_queue, &event, 0);
+}
+
+int32_t jetpack_game_app(void* p) {
+    UNUSED(p);
+    int32_t return_code = 0;
+
+    if(!storage_game_state_load()) {
+        memset(&save_game, 0, sizeof(save_game));
+    }
+
+    FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(GameEvent));
+
+    GameState* game_state = malloc(sizeof(GameState));
+
+    global_state = game_state;
+    jetpack_game_state_init(game_state);
+
+    game_state->mutex = furi_mutex_alloc(FuriMutexTypeNormal);
+    if(!game_state->mutex) {
+        FURI_LOG_E(TAG, "cannot create mutex\r\n");
+        return_code = 255;
+        goto free_and_exit;
+    }
+
+    // Set system callbacks
+    ViewPort* view_port = view_port_alloc();
+    view_port_draw_callback_set(view_port, jetpack_game_render_callback, game_state);
+    view_port_input_callback_set(view_port, jetpack_game_input_callback, event_queue);
+
+    FuriTimer* timer =
+        furi_timer_alloc(jetpack_game_update_timer_callback, FuriTimerTypePeriodic, event_queue);
+    furi_timer_start(timer, furi_kernel_get_tick_frequency() / 25);
+
+    game_state->timer = timer;
+
+    // Open GUI and register view_port
+    Gui* gui = furi_record_open(RECORD_GUI);
+    gui_add_view_port(gui, view_port, GuiLayerFullscreen);
+
+    GameEvent event;
+    for(bool processing = true; processing;) {
+        FuriStatus event_status = furi_message_queue_get(event_queue, &event, 100);
+        furi_mutex_acquire(game_state->mutex, FuriWaitForever);
+
+        if(event_status == FuriStatusOk) {
+            // press events
+            if(event.type == EventTypeKey) {
+                if(event.input.type == InputTypeRelease && event.input.key == InputKeyOk) {
+                    game_state->barry.isBoosting = false;
+                }
+
+                // Reset highscore, for debug purposes
+                if(event.input.type == InputTypeLong && event.input.key == InputKeyLeft) {
+                    save_game.max_distance = 0;
+                    save_game.total_coins = 0;
+                    storage_game_state_save();
+                }
+
+                if(event.input.type == InputTypePress) {
+                    switch(event.input.key) {
+                    case InputKeyUp:
+                        break;
+                    case InputKeyDown:
+                        break;
+                    case InputKeyRight:
+                        break;
+                    case InputKeyLeft:
+                        break;
+                    case InputKeyOk:
+                        if(game_state->state == GameStateGameOver) {
+                            jetpack_game_state_init(game_state);
+                        }
+
+                        if(game_state->state == GameStateLife) {
+                            // Do something
+                            game_state->barry.isBoosting = true;
+                        }
+
+                        break;
+                    case InputKeyBack:
+                        processing = false;
+                        break;
+                    default:
+                        break;
+                    }
+                }
+            } else if(event.type == EventTypeTick) {
+                jetpack_game_tick(game_state);
+            }
+        }
+
+        view_port_update(view_port);
+        furi_mutex_release(game_state->mutex);
+    }
+
+    furi_timer_free(timer);
+    view_port_enabled_set(view_port, false);
+    gui_remove_view_port(gui, view_port);
+    furi_record_close(RECORD_GUI);
+    view_port_free(view_port);
+    furi_mutex_free(game_state->mutex);
+
+free_and_exit:
+    jetpack_game_state_free(game_state);
+    furi_message_queue_free(event_queue);
+
+    return return_code;
+}