#include #include #include #include #include #include #define TAG "Jetpack Joyride" #define GRAVITY_BOOST -0.3 #define GRAVITY_TICK 0.15 #define PARTIVLE_VELOCITY 2 #define SCIENTIST_VELOCITY_MIN 2 #define SCIENTIST_VELOCITY_MAX 2 #define SCIENTISTS_MAX 6 #define COINS_MAX 25 #define PARTICLES_MAX 50 typedef struct { int x; int y; } POINT; typedef struct { float gravity; POINT point; bool isBoosting; } BARRY; typedef struct { float gravity; POINT point; } COIN; typedef struct { POINT point; } PARTICLE; typedef enum { ScientistStateAlive, ScientistStateDead, } ScientistState; typedef struct { float gravity; POINT point; int velocity_x; ScientistState state; } SCIENTIST; typedef enum { GameStateLife, GameStateGameOver, } State; typedef struct { IconAnimation* barry; IconAnimation* scientist; Icon* coin; Icon* dead_scientist; } GameSprites; typedef struct { int points; int distance; BARRY barry; SCIENTIST scientists[SCIENTISTS_MAX]; COIN coins[COINS_MAX]; PARTICLE particles[PARTICLES_MAX]; State state; GameSprites sprites; 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) { // Check for an available slot for a new coin for(int i = 0; i < COINS_MAX; ++i) { if(game_state->coins[i].point.x <= 0 && (rand() % 1000) < 1) { game_state->coins[i].point.x = 127; game_state->coins[i].point.y = rand() % 64; break; } } } static void jetpack_game_random_scientists(GameState* const game_state) { // Check for an available slot for a new scientist for(int i = 0; i < SCIENTISTS_MAX; ++i) { if(game_state->scientists[i].point.x <= 0 && (rand() % 1000) < 10) { // Spawn rate is less frequent than coins game_state->scientists[i].state = ScientistStateAlive; game_state->scientists[i].point.x = 127; game_state->scientists[i].point.y = 49; game_state->scientists[i].velocity_x = (rand() % (SCIENTIST_VELOCITY_MAX - SCIENTIST_VELOCITY_MIN + 1)) + SCIENTIST_VELOCITY_MIN; // random velocity between SCIENTIST_VELOCITY_MIN and SCIENTIST_VELOCITY_MAX break; } } } static void jetpack_game_spawn_particles(GameState* const game_state) { for(int i = 0; i < PARTICLES_MAX; i++) { if(game_state->particles[i].point.y <= 0) { game_state->particles[i].point.x = game_state->barry.point.x + (rand() % 7) - 3; game_state->particles[i].point.y = game_state->barry.point.y; break; } } } 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.isBoosting = false; GameSprites sprites; sprites.barry = icon_animation_alloc(&A_barry); sprites.scientist = icon_animation_alloc(&A_scientist); icon_animation_start(sprites.scientist); icon_animation_start(sprites.barry); game_state->barry = barry; game_state->points = 0; game_state->distance = 0; game_state->sprites = sprites; game_state->state = GameStateLife; 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)); } static void jetpack_game_state_free(GameState* const game_state) { icon_animation_free(game_state->sprites.barry); icon_animation_free(game_state->sprites.scientist); free(game_state); } static void jetpack_game_tick(GameState* const game_state) { // Do jetpack things game_state->barry.gravity += GRAVITY_TICK; game_state->barry.point.y += game_state->barry.gravity; // Increment distance game_state->distance++; // Move coins towards the player for(int i = 0; i < COINS_MAX; i++) { if(game_state->coins[i].point.x > 0) { if(!(game_state->barry.point.x > game_state->coins[i].point.x + 7 || // Barry is to the right of the coin game_state->barry.point.x + 11 < game_state->coins[i].point.x || // Barry is to the left of the coin game_state->barry.point.y > game_state->coins[i].point.y + 7 || // Barry is below the coin game_state->barry.point.y + 15 < game_state->coins[i].point.y)) { // Barry is above the coin game_state->coins[i].point.x = 0; // Remove the coin game_state->points++; // Increase the score } game_state->coins[i].point.x -= 1; // move left by 1 unit if(game_state->coins[i].point.x < -16) { // if the coin is out of screen game_state->coins[i].point.x = 0; // set coin x coordinate to 0 to mark it as "inactive" } } } // Move particles for(int i = 0; i < PARTICLES_MAX; i++) { if(game_state->particles[i].point.y > 0) { game_state->particles[i].point.y += PARTIVLE_VELOCITY; // Check collision with scientists for(int j = 0; j < SCIENTISTS_MAX; j++) { if(game_state->scientists[j].state == ScientistStateAlive && game_state->scientists[j].point.x > 0) { // Added half the width and height of the scientist sprite to the scientist's x and y respectively float scientist_center_x = game_state->scientists[j].point.x + 5.5; float scientist_center_y = game_state->scientists[j].point.y + 7.5; if(!(game_state->particles[i].point.x > scientist_center_x + 5.5 || // particle is to the right of the scientist game_state->particles[i].point.x + 11 < scientist_center_x - 5.5 || // particle is to the left of the scientist game_state->particles[i].point.y > scientist_center_y + 7.5 || // particle is below the scientist game_state->particles[i].point.y + 15 < scientist_center_y - 7.5)) { // particle is above the scientist game_state->scientists[j].state = ScientistStateDead; game_state->points += 2; // Increase the score by 2 } } } if(game_state->particles[i].point.x < 0 || game_state->particles[i].point.x > 128 || game_state->particles[i].point.y < 0 || game_state->particles[i].point.y > 64) { game_state->particles[i].point.y = 0; } } } // Move scientists for(int i = 0; i < SCIENTISTS_MAX; i++) { if(game_state->scientists[i].point.x > 0) { game_state->scientists[i].point.x -= game_state->scientists[i].velocity_x; // move based on velocity_x if(game_state->scientists[i].point.x < -16) { // if the scientist is out of screen game_state->scientists[i].point.x = 0; // set scientist x coordinate to 0 to mark it as "inactive" } } } // Spawn scientists and coins... jetpack_game_random_coins(game_state); // Sprite height of Barry int sprite_height = 15; // Constrain barry's height within sprite_height and 64 - sprite_height if(game_state->barry.point.y > (64 - sprite_height)) { game_state->barry.point.y = 64 - sprite_height; game_state->barry.gravity = 0; // stop upward momentum } else if(game_state->barry.point.y < 0) { game_state->barry.point.y = 0; game_state->barry.gravity = 0; // stop downward momentum } // spawn scientists and coins... jetpack_game_random_coins(game_state); jetpack_game_random_scientists(game_state); if(game_state->barry.isBoosting) { game_state->barry.gravity += GRAVITY_BOOST; jetpack_game_spawn_particles(game_state); } } 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) { // Draw scene // Draw coins for(int i = 0; i < COINS_MAX; ++i) { if(game_state->coins[i].point.x > 0) { canvas_draw_icon( canvas, game_state->coins[i].point.x, game_state->coins[i].point.y, &I_coin); } } // Draw scientists for(int i = 0; i < SCIENTISTS_MAX; ++i) { if(game_state->scientists[i].point.x > 0) { if(game_state->scientists[i].state == ScientistStateAlive) { canvas_draw_icon_animation( canvas, game_state->scientists[i].point.x, game_state->scientists[i].point.y, game_state->sprites.scientist); } else { canvas_draw_icon( canvas, game_state->scientists[i].point.x, game_state->scientists[i].point.y, &I_dead_scientist); } } } // Draw particles for(int i = 0; i < PARTICLES_MAX; i++) { if(game_state->particles[i].point.y > 0) { canvas_draw_line( canvas, game_state->particles[i].point.x, game_state->particles[i].point.y, game_state->particles[i].point.x, game_state->particles[i].point.y + 3); } } // Draw barry canvas_draw_icon_animation( canvas, game_state->barry.point.x, game_state->barry.point.y, game_state->sprites.barry); canvas_set_font(canvas, FontSecondary); 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); } if(game_state->state == GameStateGameOver) { // Show highscore } 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; 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; }