#include #include #include #include #include #include #define TAG "Jetpack Joyride" #define GRAVITY_BOOST -0.3 #define GRAVITY_TICK 0.15 #define SCIENTISTS_MAX 6 #define COINS_MAX 25 typedef struct { int x; int y; } POINT; typedef struct { float gravity; POINT point; IconAnimation* sprite; bool isBoosting; } BARRY; typedef struct { float gravity; POINT point; IconAnimation* sprite; } COIN; typedef struct { float gravity; POINT point; IconAnimation* sprite; } SCIENTIST; typedef enum { GameStateLife, GameStateGameOver, } State; typedef struct { int points; int distance; BARRY barry; SCIENTIST scientists[SCIENTISTS_MAX]; COIN coins[COINS_MAX]; State state; FuriMutex* mutex; } GameState; typedef enum { EventTypeTick, EventTypeKey, } EventType; typedef struct { EventType type; InputEvent input; } GameEvent; static void jetpack_game_random_coins(GameState* const game_state) { UNUSED(game_state); } static void jetpack_game_state_init(GameState* const game_state) { UNUSED(game_state); BARRY barry; barry.gravity = 0; barry.point.x = 64; barry.point.y = 32; barry.sprite = icon_animation_alloc(&A_barry); barry.isBoosting = false; icon_animation_start(barry.sprite); game_state->barry = barry; game_state->points = 0; game_state->distance = 0; game_state->state = GameStateLife; memset(game_state->scientists, 0, sizeof(game_state->scientists)); memset(game_state->coins, 0, sizeof(game_state->coins)); } static void jetpack_game_state_free(GameState* const game_state) { icon_animation_free(game_state->barry.sprite); free(game_state); } static void jetpack_game_tick(GameState* const game_state) { if(game_state->state == GameStateLife) { // Do jetpack things game_state->barry.gravity += GRAVITY_TICK; game_state->barry.point.y += game_state->barry.gravity; // spawn scientists and coins... jetpack_game_random_coins(game_state); if(game_state->barry.isBoosting) { game_state->barry.gravity += GRAVITY_BOOST; } } } 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); canvas_draw_frame(canvas, 0, 0, 128, 64); if(game_state->state == GameStateLife) { // Draw scene // Draw coins + scientists // Draw barry canvas_draw_icon_animation( canvas, game_state->barry.point.x, game_state->barry.point.y, game_state->barry.sprite); canvas_set_font(canvas, FontSecondary); char buffer[12]; snprintf(buffer, sizeof(buffer), "Dist: %u", game_state->distance); canvas_draw_str_aligned(canvas, 100, 12, AlignCenter, AlignBottom, buffer); } if(game_state->state == GameStateGameOver) { // Show highscore } 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; FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(GameEvent)); GameState* game_state = malloc(sizeof(GameState)); 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); // 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; } 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; }