/* Copyright (C) 2023 Salvatore Sanfilippo -- All Rights Reserved * See the LICENSE file for information about the license. */ #include #include #include #include #include #include #include #include #include #define TAG "Asteroids" // Used for logging #define DEBUG_MSG 1 #define SCREEN_XRES 128 #define SCREEN_YRES 64 #ifndef PI #define PI 3.14159265358979f #endif /* ============================ Data structures ============================= */ typedef struct Ship { float x, /* Ship x position. */ y, /* Ship y position. */ vx, /* x velocity. */ vy, /* y velocity. */ rot; /* Current rotation. 2*PI full ortation. */ } Ship; typedef struct Bullet { float x, y, vx, vy; /* Fields like in ship. */ uint32_t ttl; /* Time to live, in ticks. */ } Bullet; typedef struct Asteroid { float x, y, vx, vy, /* Fields like ship. */ rot_speed, /* Angular velocity (rot speed and sense). */ size; /* Asteroid size. */ uint8_t shape_seed; /* Seed to give random shape. */ } Asteroid; #define MAXBUL 10 /* Max bullets on the screen. */ #define MAXAST 8 /* Max asteroids on the screen. */ typedef struct AsteroidsApp { /* GUI */ Gui *gui; ViewPort *view_port; /* We just use a raw viewport and we render everything into the low level canvas. */ FuriMessageQueue *event_queue; /* Keypress events go here. */ /* Game state. */ int running; /* Once false exists the app. */ uint32_t ticks; /* Game ticks. Increments at each refresh. */ /* Ship state. */ struct Ship ship; /* Bullets state. */ struct Bullet bullets[MAXBUL]; /* Each bullet state. */ int bullets_num; /* Active bullets. */ uint32_t last_bullet_tick; /* Tick the last bullet was fired. */ /* Asteroids state. */ Asteroid asteroids[MAXAST]; /* Each asteroid state. */ int asteroids_num; /* Active asteroids. */ uint32_t pressed[InputKeyMAX]; /* pressed[id] is true if pressed. Each array item contains the time in milliseconds the key was pressed. */ bool fire; /* Short press detected: fire a bullet. */ } AsteroidsApp; /* ============================ 2D drawing ================================== */ /* This structure represents a polygon of at most POLY_MAX points. * The function draw_poly() is able to render it on the screen, rotated * by the amount specified. */ #define POLY_MAX 8 typedef struct Poly { float x[POLY_MAX]; float y[POLY_MAX]; uint32_t points; /* Number of points actually populated. */ } Poly; /* Define the polygons we use. */ Poly ShipPoly = { {-3, 0, 3}, {-3, 6, -3}, 3 }; /* Rotate the point of the poligon 'poly' and store the new rotated * polygon in 'rot'. The polygon is rotated by an angle 'a', with * center at 0,0. */ void rotate_poly(Poly *rot, Poly *poly, float a) { /* We want to compute sin(a) and cos(a) only one time * for every point to rotate. It's a slow operation. */ float sin_a = (float)sin(a); float cos_a = (float)cos(a); for (uint32_t j = 0; j < poly->points; j++) { rot->x[j] = poly->x[j]*cos_a - poly->y[j]*sin_a; rot->y[j] = poly->y[j]*cos_a + poly->x[j]*sin_a; } rot->points = poly->points; } /* This is an 8 bit LFSR we use to generate a predictable and fast * pseudorandom sequence of numbers, to give a different shape to * each asteroid. */ void lfsr_next(unsigned char *prev) { unsigned char lsb = *prev & 1; *prev = *prev >> 1; if (lsb == 1) *prev ^= 0b11000111; } /* Render the polygon 'poly' at x,y, rotated by the specified angle. */ void draw_poly(Canvas *const canvas, Poly *poly, uint8_t x, uint8_t y, float a) { Poly rot; rotate_poly(&rot,poly,a); canvas_set_color(canvas, ColorBlack); for (uint32_t j = 0; j < rot.points; j++) { uint32_t a = j; uint32_t b = j+1; if (b == rot.points) b = 0; canvas_draw_line(canvas,x+rot.x[a],y+rot.y[a], x+rot.x[b],y+rot.y[b]); } } /* A bullet is just a + pixels pattern. A single pixel is not * visible enough. */ void draw_bullet(Canvas *const canvas, uint8_t x, uint8_t y) { canvas_draw_dot(canvas,x-1,y); canvas_draw_dot(canvas,x+1,y); canvas_draw_dot(canvas,x,y); canvas_draw_dot(canvas,x,y-1); canvas_draw_dot(canvas,x,y+1); } /* Given the current position, update it according to the velocity and * wrap it back to the other side if the object went over the screen. */ void update_pos_by_velocity(float *x, float *y, float vx, float vy) { /* Return back from one side to the other of the screen. */ *x += vx; *y += vy; if (*x >= SCREEN_XRES) *x = 0; else if (*x < 0) *x = SCREEN_XRES-1; if (*y >= SCREEN_YRES) *y = 0; else if (*y < 0) *y = SCREEN_YRES-1; } /* Render the current game screen. */ void render_callback(Canvas *const canvas, void *ctx) { AsteroidsApp *app = ctx; /* Clear screen. */ canvas_set_color(canvas, ColorWhite); canvas_draw_box(canvas, 0, 0, 127, 63); /* Draw ship, asteroids, bullets. */ draw_poly(canvas,&ShipPoly,app->ship.x,app->ship.y,app->ship.rot); for (int j = 0; j < app->bullets_num; j++) draw_bullet(canvas,app->bullets[j].x,app->bullets[j].y); } /* ============================ Game logic ================================== */ float distance(float x1, float y1, float x2, float y2) { float dx = x1-x2; float dy = y1-y2; return sqrt(dx*dx+dy*dy); } /* Create a new bullet headed in the same direction of the ship. */ void ship_fire_bullet(AsteroidsApp *app) { if (app->bullets_num == MAXBUL) return; Bullet *b = &app->bullets[app->bullets_num]; b->x = app->ship.x; b->y = app->ship.y; b->vx = -sin(app->ship.rot); b->vy = cos(app->ship.rot); /* Ship should fire from its head, not in the middle. */ b->x += b->vx*5; b->y += b->vy*5; /* It's more realistic if we add the velocity vector of the * ship, too. Otherwise if the ship is going fast the bullets * will be slower, which is not how the world works. */ b->vx += app->ship.vx; b->vy += app->ship.vy; b->ttl = 50; /* The bullet will disappear after N ticks. */ app->bullets_num++; } /* Remove the specified bullet by id (index in the array). */ void remove_bullet(AsteroidsApp *app, int bid) { /* Replace the top bullet with the empty space left * by the removal of this bullet. This way we always take the * array dense, which is an advantage when looping. */ int n = --app->bullets_num; if (n && bid != n) app->bullets[bid] = app->bullets[n]; } /* Create a new asteroid, away from the ship. */ void add_asteroid(AsteroidsApp *app) { if (app->asteroids_num == MAXAST) return; float size = 4+rand()%15; float min_distance = 20; float x,y; do { x = rand() % SCREEN_XRES; y = rand() % SCREEN_YRES; } while(distance(app->ship.x,app->ship.y,x,y) < min_distance+size); Asteroid *a = &app->asteroids[app->asteroids_num++]; a->x = x; a->y = y; a->vx = (rand()/RAND_MAX)*2; a->vy = (rand()/RAND_MAX)*2; a->size = size; a->rot_speed = (rand()/RAND_MAX)/10; if (app->ticks & 1) a->rot_speed = -(a->rot_speed); a->shape_seed = (app->ticks * 1337) & 255; } /* This is the main game execution function, called 10 times for * second (with the Flipper screen latency, an higher FPS does not * make sense). In this function we update the position of objects based * on velocity. Detect collisions. Update the score and so forth. * * Each time this function is called, app->tick is incremented. */ void game_tick(void *ctx) { AsteroidsApp *app = ctx; if (app->pressed[InputKeyLeft]) app->ship.rot -= .2; if (app->pressed[InputKeyRight]) app->ship.rot += .2; if (app->pressed[InputKeyOk]) { app->ship.vx -= 0.15*(float)sin(app->ship.rot); app->ship.vy += 0.15*(float)cos(app->ship.rot); } /* Update ship position according to its velocity. */ update_pos_by_velocity(&app->ship.x,&app->ship.y,app->ship.vx,app->ship.vy); /* Update bullets position. */ for (int j = 0; j < app->bullets_num; j++) { update_pos_by_velocity(&app->bullets[j].x,&app->bullets[j].y, app->bullets[j].vx,app->bullets[j].vy); if (--app->bullets[j].ttl == 0) { remove_bullet(app,j); j--; /* Process this bullet index again: the removal will fill it with the top bullet to take the array dense. */ } } /* Fire a bullet if needed. */ if (app->fire) { ship_fire_bullet(app); app->fire = false; } /* From time to time, create a new asteroid. The more asteroids * already on the screen, the smaller probability of creating * a new one. */ if ((random() & 255) < (30/app->asteroids_num)) add_asteroid(app); app->ticks++; view_port_update(app->view_port); } /* ======================== Flipper specific code =========================== */ /* Here all we do is putting the events into the queue that will be handled * in the while() loop of the app entry point function. */ void input_callback(InputEvent* input_event, void* ctx) { AsteroidsApp *app = ctx; furi_message_queue_put(app->event_queue,input_event,FuriWaitForever); } /* Allocate the application state and initialize a number of stuff. * This is called in the entry point to create the application state. */ AsteroidsApp* asteroids_app_alloc() { AsteroidsApp *app = malloc(sizeof(AsteroidsApp)); app->gui = furi_record_open(RECORD_GUI); app->view_port = view_port_alloc(); view_port_draw_callback_set(app->view_port, render_callback, app); view_port_input_callback_set(app->view_port, input_callback, app); gui_add_view_port(app->gui, app->view_port, GuiLayerFullscreen); app->event_queue = furi_message_queue_alloc(8, sizeof(InputEvent)); app->running = 1; app->ticks = 0; app->ship.x = SCREEN_XRES / 2; app->ship.y = SCREEN_YRES / 2; app->ship.rot = PI; /* Start headed towards top. */ app->ship.vx = 0; app->ship.vy = 0; app->bullets_num = 0; app->last_bullet_tick = 0; app->asteroids_num = 0; memset(app->pressed,0,sizeof(app->pressed)); return app; } /* Free what the application allocated. It is not clear to me if the * Flipper OS, once the application exits, will be able to reclaim space * even if we forget to free something here. */ void asteroids_app_free(AsteroidsApp *app) { furi_assert(app); // View related. view_port_enabled_set(app->view_port, false); gui_remove_view_port(app->gui, app->view_port); view_port_free(app->view_port); furi_record_close(RECORD_GUI); furi_message_queue_free(app->event_queue); app->gui = NULL; free(app); } /* Handle keys interaction. */ void asteroids_update_keypress_state(AsteroidsApp *app, InputEvent input) { if (input.type == InputTypePress) { app->pressed[input.key] = furi_get_tick(); } else if (input.type == InputTypeRelease) { uint32_t dur = furi_get_tick() - app->pressed[input.key]; app->pressed[input.key] = 0; if (dur < 200 && input.key == InputKeyOk) app->fire = true; } } int32_t asteroids_app_entry(void* p) { UNUSED(p); AsteroidsApp *app = asteroids_app_alloc(); /* Create a timer. We do data analysis in the callback. */ FuriTimer *timer = furi_timer_alloc(game_tick, FuriTimerTypePeriodic, app); furi_timer_start(timer, furi_kernel_get_tick_frequency() / 10); /* This is the main event loop: here we get the events that are pushed * in the queue by input_callback(), and process them one after the * other. The timeout is 100 milliseconds, so if not input is received * before such time, we exit the queue_get() function and call * view_port_update() in order to refresh our screen content. */ InputEvent input; while(app->running) { FuriStatus qstat = furi_message_queue_get(app->event_queue, &input, 100); if (qstat == FuriStatusOk) { if (DEBUG_MSG) FURI_LOG_E(TAG, "Main Loop - Input: type %d key %u", input.type, input.key); /* Handle navigation here. Then handle view-specific inputs * in the view specific handling function. */ if (input.type == InputTypeShort && input.key == InputKeyBack) { app->running = 0; } else { asteroids_update_keypress_state(app,input); } } else { /* Useful to understand if the app is still alive when it * does not respond because of bugs. */ if (DEBUG_MSG) { static int c = 0; c++; if (!(c % 20)) FURI_LOG_E(TAG, "Loop timeout"); } } } furi_timer_free(timer); asteroids_app_free(app); return 0; }