ソースを参照

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

git-subtree-dir: arkanoid
git-subtree-mainline: b20198f384b2eea52aa09f558f8b15260d60e1e3
git-subtree-split: 1d25df6cf2241e2c9253e111dd9f0ddc736ec5e6
Willy-JL 2 年 前
コミット
f2fee0231c

+ 1 - 0
arkanoid/.gitsubtree

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

+ 14 - 0
arkanoid/application.fam

@@ -0,0 +1,14 @@
+App(
+    appid="arkanoid",
+    name="Arkanoid",
+    apptype=FlipperAppType.EXTERNAL,
+    entry_point="arkanoid_game_app",
+    requires=["gui"],
+    stack_size=1 * 1024,
+    order=30,
+    fap_icon="arkanoid_10px.png",
+    fap_category="Games",
+    fap_author="@xMasterX & @gotnull",
+    fap_version="1.1",
+    fap_description="Arkanoid Game",
+)

BIN
arkanoid/arkanoid_10px.png


+ 479 - 0
arkanoid/arkanoid_game.c

@@ -0,0 +1,479 @@
+#include <furi.h>
+#include <gui/gui.h>
+#include <input/input.h>
+#include <stdlib.h>
+#include <gui/view.h>
+#include <notification/notification.h>
+#include <notification/notification_messages.h>
+#include <dolphin/dolphin.h>
+
+#define TAG "Arkanoid"
+
+#define FLIPPER_LCD_WIDTH 128
+#define FLIPPER_LCD_HEIGHT 64
+#define MAX_SPEED 3
+
+typedef enum { EventTypeTick, EventTypeKey } EventType;
+
+typedef struct {
+    //Brick Bounds used in collision detection
+    int leftBrick;
+    int rightBrick;
+    int topBrick;
+    int bottomBrick;
+    bool isHit[4][13]; //Array of if bricks are hit or not
+} BrickState;
+
+typedef struct {
+    int dx; //Initial movement of ball
+    int dy; //Initial movement of ball
+    int xb; //Balls starting possition
+    int yb; //Balls starting possition
+    bool released; //If the ball has been released by the player
+    //Ball Bounds used in collision detection
+    int leftBall;
+    int rightBall;
+    int topBall;
+    int bottomBall;
+} BallState;
+
+typedef struct {
+    FuriMutex* mutex;
+    BallState ball_state;
+    BrickState brick_state;
+    NotificationApp* notify;
+    unsigned int COLUMNS; //Columns of bricks
+    unsigned int ROWS; //Rows of bricks
+    bool initialDraw; //If the inital draw has happened
+    int xPaddle; //X position of paddle
+    char text[16]; //General string buffer
+    bool bounced; //Used to fix double bounce glitch
+    int lives; //Amount of lives
+    int level; //Current level
+    unsigned int score; //Score for the game
+    unsigned int brickCount; //Amount of bricks hit
+    int tick; //Tick counter
+    bool gameStarted; // Did the game start?
+    int speed; // Ball speed
+} ArkanoidState;
+
+typedef struct {
+    EventType type;
+    InputEvent input;
+} GameEvent;
+
+static const NotificationSequence sequence_short_sound = {
+    &message_note_c5,
+    &message_delay_50,
+    &message_sound_off,
+    NULL,
+};
+
+// generate number in range [min,max)
+int rand_range(int min, int max) {
+    return min + rand() % (max - min);
+}
+
+void move_ball(Canvas* canvas, ArkanoidState* st) {
+    st->tick++;
+
+    int current_speed = abs(st->speed - 1 - MAX_SPEED);
+    if(st->tick % current_speed != 0 && st->tick % (current_speed + 1) != 0) {
+        return;
+    }
+
+    if(st->ball_state.released) {
+        //Move ball
+        if(abs(st->ball_state.dx) == 2) {
+            st->ball_state.xb += st->ball_state.dx / 2;
+            // 2x speed is really 1.5 speed
+            if((st->tick / current_speed) % 2 == 0) st->ball_state.xb += st->ball_state.dx / 2;
+        } else {
+            st->ball_state.xb += st->ball_state.dx;
+        }
+        st->ball_state.yb = st->ball_state.yb + st->ball_state.dy;
+
+        //Set bounds
+        st->ball_state.leftBall = st->ball_state.xb;
+        st->ball_state.rightBall = st->ball_state.xb + 2;
+        st->ball_state.topBall = st->ball_state.yb;
+        st->ball_state.bottomBall = st->ball_state.yb + 2;
+
+        //Bounce off top edge
+        if(st->ball_state.yb <= 0) {
+            st->ball_state.yb = 2;
+            st->ball_state.dy = -st->ball_state.dy;
+        }
+
+        //Lose a life if bottom edge hit
+        if(st->ball_state.yb >= FLIPPER_LCD_HEIGHT) {
+            canvas_draw_frame(canvas, st->xPaddle, FLIPPER_LCD_HEIGHT - 1, 11, 1);
+            st->xPaddle = 54;
+            st->ball_state.yb = 60;
+            st->ball_state.released = false;
+            st->lives--;
+            st->gameStarted = false;
+
+            if(rand_range(0, 2) == 0) {
+                st->ball_state.dx = 1;
+            } else {
+                st->ball_state.dx = -1;
+            }
+        }
+
+        //Bounce off left side
+        if(st->ball_state.xb <= 0) {
+            st->ball_state.xb = 2;
+            st->ball_state.dx = -st->ball_state.dx;
+        }
+
+        //Bounce off right side
+        if(st->ball_state.xb >= FLIPPER_LCD_WIDTH - 2) {
+            st->ball_state.xb = FLIPPER_LCD_WIDTH - 4;
+            st->ball_state.dx = -st->ball_state.dx;
+            // arduboy.tunes.tone(523, 250);
+        }
+
+        //Bounce off paddle
+        if(st->ball_state.xb + 1 >= st->xPaddle && st->ball_state.xb <= st->xPaddle + 12 &&
+           st->ball_state.yb + 2 >= FLIPPER_LCD_HEIGHT - 1 &&
+           st->ball_state.yb <= FLIPPER_LCD_HEIGHT) {
+            st->ball_state.dy = -st->ball_state.dy;
+            st->ball_state.dx =
+                ((st->ball_state.xb - (st->xPaddle + 6)) / 3); //Applies spin on the ball
+            // prevent straight bounce, but not prevent roguuemaster from stealing
+            if(st->ball_state.dx == 0) {
+                st->ball_state.dx = (rand_range(0, 2) == 1) ? 1 : -1;
+            }
+        }
+
+        //Bounce off Bricks
+        for(unsigned int row = 0; row < st->ROWS; row++) {
+            for(unsigned int column = 0; column < st->COLUMNS; column++) {
+                if(!st->brick_state.isHit[row][column]) {
+                    //Sets Brick bounds
+                    st->brick_state.leftBrick = 10 * column;
+                    st->brick_state.rightBrick = 10 * column + 10;
+                    st->brick_state.topBrick = 6 * row + 1;
+                    st->brick_state.bottomBrick = 6 * row + 7;
+
+                    //If A collison has occured
+                    if(st->ball_state.topBall <= st->brick_state.bottomBrick &&
+                       st->ball_state.bottomBall >= st->brick_state.topBrick &&
+                       st->ball_state.leftBall <= st->brick_state.rightBrick &&
+                       st->ball_state.rightBall >= st->brick_state.leftBrick) {
+                        st->score += st->level;
+                        // Blink led when we hit some brick
+                        notification_message(st->notify, &sequence_short_sound);
+                        //notification_message(st->notify, &sequence_blink_white_100);
+
+                        st->brickCount++;
+                        st->brick_state.isHit[row][column] = true;
+                        canvas_draw_frame(canvas, 10 * column, 2 + 6 * row, 8, 4);
+
+                        //Vertical collision
+                        if(st->ball_state.bottomBall > st->brick_state.bottomBrick ||
+                           st->ball_state.topBall < st->brick_state.topBrick) {
+                            //Only bounce once each ball move
+                            if(!st->bounced) {
+                                st->ball_state.dy = -st->ball_state.dy;
+                                st->ball_state.yb += st->ball_state.dy;
+                                st->bounced = true;
+                            }
+                        }
+
+                        //Hoizontal collision
+                        if(st->ball_state.leftBall < st->brick_state.leftBrick ||
+                           st->ball_state.rightBall > st->brick_state.rightBrick) {
+                            //Only bounce once brick each ball move
+                            if(!st->bounced) {
+                                st->ball_state.dx = -st->ball_state.dx;
+                                st->ball_state.xb += st->ball_state.dx;
+                                st->bounced = true;
+                            }
+                        }
+                    }
+                }
+            }
+        }
+
+        //Reset Bounce
+        st->bounced = false;
+    } else {
+        //Ball follows paddle
+        st->ball_state.xb = st->xPaddle + 5;
+    }
+}
+
+void draw_lives(Canvas* canvas, ArkanoidState* arkanoid_state) {
+    if(arkanoid_state->lives == 3) {
+        canvas_draw_dot(canvas, 4, FLIPPER_LCD_HEIGHT - 7);
+        canvas_draw_dot(canvas, 3, FLIPPER_LCD_HEIGHT - 7);
+        canvas_draw_dot(canvas, 4, FLIPPER_LCD_HEIGHT - 8);
+        canvas_draw_dot(canvas, 3, FLIPPER_LCD_HEIGHT - 8);
+
+        canvas_draw_dot(canvas, 4, FLIPPER_LCD_HEIGHT - 11);
+        canvas_draw_dot(canvas, 3, FLIPPER_LCD_HEIGHT - 11);
+        canvas_draw_dot(canvas, 4, FLIPPER_LCD_HEIGHT - 12);
+        canvas_draw_dot(canvas, 3, FLIPPER_LCD_HEIGHT - 12);
+
+        canvas_draw_dot(canvas, 4, FLIPPER_LCD_HEIGHT - 15);
+        canvas_draw_dot(canvas, 3, FLIPPER_LCD_HEIGHT - 15);
+        canvas_draw_dot(canvas, 4, FLIPPER_LCD_HEIGHT - 16);
+        canvas_draw_dot(canvas, 3, FLIPPER_LCD_HEIGHT - 16);
+    } else if(arkanoid_state->lives == 2) {
+        canvas_draw_dot(canvas, 4, FLIPPER_LCD_HEIGHT - 7);
+        canvas_draw_dot(canvas, 3, FLIPPER_LCD_HEIGHT - 7);
+        canvas_draw_dot(canvas, 4, FLIPPER_LCD_HEIGHT - 8);
+        canvas_draw_dot(canvas, 3, FLIPPER_LCD_HEIGHT - 8);
+
+        canvas_draw_dot(canvas, 4, FLIPPER_LCD_HEIGHT - 11);
+        canvas_draw_dot(canvas, 3, FLIPPER_LCD_HEIGHT - 11);
+        canvas_draw_dot(canvas, 4, FLIPPER_LCD_HEIGHT - 12);
+        canvas_draw_dot(canvas, 3, FLIPPER_LCD_HEIGHT - 12);
+    } else {
+        canvas_draw_dot(canvas, 4, FLIPPER_LCD_HEIGHT - 7);
+        canvas_draw_dot(canvas, 3, FLIPPER_LCD_HEIGHT - 7);
+        canvas_draw_dot(canvas, 4, FLIPPER_LCD_HEIGHT - 8);
+        canvas_draw_dot(canvas, 3, FLIPPER_LCD_HEIGHT - 8);
+    }
+}
+
+void draw_score(Canvas* canvas, ArkanoidState* arkanoid_state) {
+    snprintf(arkanoid_state->text, sizeof(arkanoid_state->text), "%u", arkanoid_state->score);
+    canvas_draw_str_aligned(
+        canvas,
+        FLIPPER_LCD_WIDTH - 2,
+        FLIPPER_LCD_HEIGHT - 6,
+        AlignRight,
+        AlignBottom,
+        arkanoid_state->text);
+}
+
+void draw_ball(Canvas* canvas, ArkanoidState* ast) {
+    canvas_draw_dot(canvas, ast->ball_state.xb, ast->ball_state.yb);
+    canvas_draw_dot(canvas, ast->ball_state.xb + 1, ast->ball_state.yb);
+    canvas_draw_dot(canvas, ast->ball_state.xb, ast->ball_state.yb + 1);
+    canvas_draw_dot(canvas, ast->ball_state.xb + 1, ast->ball_state.yb + 1);
+
+    move_ball(canvas, ast);
+}
+
+void draw_paddle(Canvas* canvas, ArkanoidState* arkanoid_state) {
+    canvas_draw_frame(canvas, arkanoid_state->xPaddle, FLIPPER_LCD_HEIGHT - 1, 11, 1);
+}
+
+void reset_level(Canvas* canvas, ArkanoidState* arkanoid_state) {
+    //Undraw paddle
+    canvas_draw_frame(canvas, arkanoid_state->xPaddle, FLIPPER_LCD_HEIGHT - 1, 11, 1);
+
+    //Undraw ball
+    canvas_draw_dot(canvas, arkanoid_state->ball_state.xb, arkanoid_state->ball_state.yb);
+    canvas_draw_dot(canvas, arkanoid_state->ball_state.xb + 1, arkanoid_state->ball_state.yb);
+    canvas_draw_dot(canvas, arkanoid_state->ball_state.xb, arkanoid_state->ball_state.yb + 1);
+    canvas_draw_dot(canvas, arkanoid_state->ball_state.xb + 1, arkanoid_state->ball_state.yb + 1);
+
+    //Alter various variables to reset the game
+    arkanoid_state->xPaddle = 54;
+    arkanoid_state->ball_state.yb = 60;
+    arkanoid_state->brickCount = 0;
+    arkanoid_state->ball_state.released = false;
+    arkanoid_state->gameStarted = false;
+
+    // Reset all brick hit states
+    for(unsigned int row = 0; row < arkanoid_state->ROWS; row++) {
+        for(unsigned int column = 0; column < arkanoid_state->COLUMNS; column++) {
+            arkanoid_state->brick_state.isHit[row][column] = false;
+        }
+    }
+}
+
+static void arkanoid_state_init(ArkanoidState* arkanoid_state) {
+    // Init notification
+    arkanoid_state->notify = furi_record_open(RECORD_NOTIFICATION);
+
+    // Set the initial game state
+    arkanoid_state->COLUMNS = 13;
+    arkanoid_state->ROWS = 4;
+    arkanoid_state->ball_state.dx = -1;
+    arkanoid_state->ball_state.dy = -1;
+    arkanoid_state->speed = 2;
+    arkanoid_state->bounced = false;
+    arkanoid_state->lives = 3;
+    arkanoid_state->level = 1;
+    arkanoid_state->score = 0;
+    arkanoid_state->COLUMNS = 13;
+    arkanoid_state->COLUMNS = 13;
+
+    // Reset initial state
+    arkanoid_state->initialDraw = false;
+    arkanoid_state->gameStarted = false;
+}
+
+static void arkanoid_draw_callback(Canvas* const canvas, void* ctx) {
+    furi_assert(ctx);
+    ArkanoidState* arkanoid_state = ctx;
+    furi_mutex_acquire(arkanoid_state->mutex, FuriWaitForever);
+
+    //Initial level draw
+    if(!arkanoid_state->initialDraw) {
+        arkanoid_state->initialDraw = true;
+
+        // Set default font for text
+        canvas_set_font(canvas, FontSecondary);
+
+        //Draws the new level
+        reset_level(canvas, arkanoid_state);
+    }
+
+    //Draws new bricks and resets their values
+    for(unsigned int row = 0; row < arkanoid_state->ROWS; row++) {
+        for(unsigned int column = 0; column < arkanoid_state->COLUMNS; column++) {
+            if(!arkanoid_state->brick_state.isHit[row][column]) {
+                canvas_draw_frame(canvas, 10 * column, 2 + 6 * row, 8, 4);
+            }
+        }
+    }
+
+    if(arkanoid_state->lives > 0) {
+        draw_paddle(canvas, arkanoid_state);
+        draw_ball(canvas, arkanoid_state);
+        draw_score(canvas, arkanoid_state);
+        draw_lives(canvas, arkanoid_state);
+
+        if(arkanoid_state->brickCount == arkanoid_state->ROWS * arkanoid_state->COLUMNS) {
+            arkanoid_state->level++;
+            reset_level(canvas, arkanoid_state);
+        }
+    } else {
+        reset_level(canvas, arkanoid_state);
+        arkanoid_state->initialDraw = false;
+        arkanoid_state->lives = 3;
+        arkanoid_state->score = 0;
+    }
+
+    furi_mutex_release(arkanoid_state->mutex);
+}
+
+static void arkanoid_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 arkanoid_update_timer_callback(FuriMessageQueue* event_queue) {
+    furi_assert(event_queue);
+
+    GameEvent event = {.type = EventTypeTick};
+    furi_message_queue_put(event_queue, &event, 0);
+}
+
+int32_t arkanoid_game_app(void* p) {
+    UNUSED(p);
+    int32_t return_code = 0;
+
+    FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(GameEvent));
+
+    ArkanoidState* arkanoid_state = malloc(sizeof(ArkanoidState));
+    arkanoid_state_init(arkanoid_state);
+
+    arkanoid_state->mutex = furi_mutex_alloc(FuriMutexTypeNormal);
+    if(!arkanoid_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, arkanoid_draw_callback, arkanoid_state);
+    view_port_input_callback_set(view_port, arkanoid_input_callback, event_queue);
+
+    FuriTimer* timer =
+        furi_timer_alloc(arkanoid_update_timer_callback, FuriTimerTypePeriodic, event_queue);
+    furi_timer_start(timer, furi_kernel_get_tick_frequency() / 22);
+
+    // Open GUI and register view_port
+    Gui* gui = furi_record_open(RECORD_GUI);
+    gui_add_view_port(gui, view_port, GuiLayerFullscreen);
+
+    // Call dolphin deed on game start
+    dolphin_deed(DolphinDeedPluginGameStart);
+
+    GameEvent event;
+    for(bool processing = true; processing;) {
+        FuriStatus event_status = furi_message_queue_get(event_queue, &event, 100);
+        furi_mutex_acquire(arkanoid_state->mutex, FuriWaitForever);
+
+        if(event_status == FuriStatusOk) {
+            // Key events
+            if(event.type == EventTypeKey) {
+                if(event.input.type == InputTypePress || event.input.type == InputTypeLong ||
+                   event.input.type == InputTypeRepeat) {
+                    switch(event.input.key) {
+                    case InputKeyBack:
+                        processing = false;
+                        break;
+                    case InputKeyRight:
+                        if(arkanoid_state->xPaddle < FLIPPER_LCD_WIDTH - 12) {
+                            arkanoid_state->xPaddle += 8;
+                        }
+                        break;
+                    case InputKeyLeft:
+                        if(arkanoid_state->xPaddle > 0) {
+                            arkanoid_state->xPaddle -= 8;
+                        }
+                        break;
+                    case InputKeyUp:
+                        if(arkanoid_state->speed < MAX_SPEED) {
+                            arkanoid_state->speed++;
+                        }
+                        break;
+                    case InputKeyDown:
+                        if(arkanoid_state->speed > 1) {
+                            arkanoid_state->speed--;
+                        }
+                        break;
+                    case InputKeyOk:
+                        if(arkanoid_state->gameStarted == false) {
+                            //Release ball if FIRE pressed
+                            arkanoid_state->ball_state.released = true;
+
+                            //Apply random direction to ball on release
+                            if(rand_range(0, 2) == 0) {
+                                arkanoid_state->ball_state.dx = 1;
+                            } else {
+                                arkanoid_state->ball_state.dx = -1;
+                            }
+
+                            //Makes sure the ball heads upwards
+                            arkanoid_state->ball_state.dy = -1;
+                            //start the game flag
+                            arkanoid_state->gameStarted = true;
+                        }
+                        break;
+                    default:
+                        break;
+                    }
+                }
+            }
+        }
+
+        furi_mutex_release(arkanoid_state->mutex);
+        view_port_update(view_port);
+    }
+    furi_timer_free(timer);
+    view_port_enabled_set(view_port, false);
+    gui_remove_view_port(gui, view_port);
+    furi_record_close(RECORD_GUI);
+    furi_record_close(RECORD_NOTIFICATION);
+    view_port_free(view_port);
+    furi_mutex_free(arkanoid_state->mutex);
+
+free_and_exit:
+    free(arkanoid_state);
+    furi_message_queue_free(event_queue);
+
+    return return_code;
+}

BIN
arkanoid/img/1.png


BIN
arkanoid/img/2.png