#include #include #include "pinball0.h" /* generated by fbt from .png files in images folder */ #include // Gravity should be lower than 9.8 m/s^2 since the ball is on // an angled table. We could calc this and derive the actual // vertical vector based on the angle of the table yadda yadda yadda #define GRAVITY 3.0f // 9.8f #define PHYSICS_SUB_STEPS 5 #define GAME_FPS 30 #define TABLE_BUMP_AMOUNT 0.3l #define MANUAL_MODE true #define MANUAL_ADJUSTMENT 20 // Sound definitions // static const NotificationSequence ns_short_sound = { // &message_note_c5, // &message_delay_50, // &message_sound_off, // NULL, // }; void solve(PinballState* pb, float dt) { Table* table = pb->table; float sub_dt = dt / PHYSICS_SUB_STEPS; for(int ss = 0; ss < PHYSICS_SUB_STEPS; ss++) { // apply gravity (and any other forces?) // FURI_LOG_I(TAG, "Applying gravity"); if(table->balls_released) { float bump_amt = 1.0f; if(pb->keys[InputKeyUp]) { bump_amt = -1.04f; } for(auto& b : table->balls) { // We multiply GRAVITY by dt since gravity is based on seconds b.accelerate(Vec2(0, GRAVITY * bump_amt * sub_dt)); } } // apply collisions (among moving objects) // only needed for multi-ball! - is this true? what about flippers... for(size_t b1 = 0; b1 < table->balls.size(); b1++) { for(size_t b2 = b1 + 1; b2 < table->balls.size(); b2++) { if(b1 != b2) { auto& ball1 = table->balls[b1]; auto& ball2 = table->balls[b2]; Vec2 axis = ball1.p - ball2.p; float dist2 = axis.mag2(); float dist = sqrtf(dist2); float rr = ball1.r + ball2.r; if(dist < rr) { Vec2 v1 = ball1.p - ball1.prev_p; Vec2 v2 = ball2.p - ball2.prev_p; float factor = (dist - rr) / dist; ball1.p -= axis * factor * 0.5f; ball2.p -= axis * factor * 0.5f; float damping = 1.01f; float f1 = (damping * (axis.x * v1.x + axis.y * v1.y)) / dist2; float f2 = (damping * (axis.x * v2.x + axis.y * v2.y)) / dist2; v1.x += f2 * axis.x - f1 * axis.x; v2.x += f1 * axis.x - f2 * axis.x; v1.y += f2 * axis.y - f1 * axis.y; v2.y += f1 * axis.y - f2 * axis.y; ball1.prev_p = ball1.p - v1; ball2.prev_p = ball2.p - v2; } } } } // collisions with static objects and flippers for(auto& b : table->balls) { for(auto& o : table->objects) { if(o->physical && o->collide(b)) { o->reset_animation(); continue; } } for(auto& f : table->flippers) { if(f.collide(b)) { continue; } } } // update positions - of balls AND flippers if(table->balls_released) { for(auto& b : table->balls) { b.update(sub_dt); } } for(auto& f : table->flippers) { f.update(sub_dt); } } // Did any balls fall off the table? size_t num_in_play = table->balls.size(); auto i = table->balls.begin(); while(i != table->balls.end()) { if(i->p.y > 1280 + 100) { FURI_LOG_I(TAG, "ball off table!"); i = table->balls.erase(i); num_in_play--; } else { ++i; } } if(num_in_play == 0) { table->balls_released = false; table->num_lives--; if(table->num_lives > 0) { table->balls = table->balls_initial; } } } void pinball_state_init(PinballState* pb) { furi_assert(pb); pb->storage = (Storage*)furi_record_open(RECORD_STORAGE); pb->notify = (NotificationApp*)furi_record_open(RECORD_NOTIFICATION); pb->table = NULL; pb->tick = 0; pb->gameStarted = false; pb->game_mode = GM_TableSelect; pb->keys[InputKeyUp] = false; pb->keys[InputKeyDown] = false; pb->keys[InputKeyRight] = false; pb->keys[InputKeyLeft] = false; } int modulo(int a, int b) { return (a % b + b) % b; } static void pinball_draw_callback(Canvas* const canvas, void* ctx) { furi_assert(ctx); PinballState* pb = (PinballState*)ctx; furi_mutex_acquire(pb->mutex, FuriWaitForever); // What are we drawing? table select / menu or the actual game? switch(pb->game_mode) { case GM_TableSelect: { canvas_draw_icon(canvas, 0, 0, &I_pinball0_logo); // our sweet logo // draw the list of table names: display it as a carousel - where the list repeats // and the currently selected item is always in the middle, surrounded by pinballs const TableList& list = pb->table_list; int32_t y = 25; size_t half_way = list.display_size / 2; for(size_t i = 0; i < list.display_size; i++) { int index = (list.selected - half_way + i + list.menu_items.size()) % list.menu_items.size(); const auto& menu_item = list.menu_items[index]; canvas_draw_str_aligned( canvas, LCD_WIDTH / 2, y, AlignCenter, AlignTop, furi_string_get_cstr(menu_item.name)); if(i == half_way) { canvas_draw_disc(canvas, 8, y + 3, 2); canvas_draw_disc(canvas, 56, y + 3, 2); } y += 12; } pb->table->draw(canvas); } break; case GM_Playing: pb->table->draw(canvas); break; case GM_GameOver: { // pb->table->draw(canvas); int32_t y = 56; size_t interval = 40; float theta = (float)((pb->tick % interval) / (interval * 1.0f)) * (float)(M_PI * 2); FURI_LOG_I(TAG, "tick: %lu, theta: %.4f", pb->tick, (double)theta); // float theta_offset = (float)((pb->tick % 16) / 16.0); float theta_offset = 0; // int32_t y_offset = y + sinf(theta) * 4; canvas_draw_icon(canvas, 16, y + sinf(theta) * 4, &I_Arcade_G); canvas_draw_icon(canvas, 24, y + sinf(theta + theta_offset) * 4, &I_Arcade_A); canvas_draw_icon(canvas, 32, y + sinf(theta + theta_offset * 2) * 4, &I_Arcade_M); canvas_draw_icon(canvas, 40, y + sinf(theta + theta_offset * 3) * 4, &I_Arcade_E); canvas_draw_icon(canvas, 16, y + sinf(theta) * 4 + 8, &I_Arcade_O); canvas_draw_icon(canvas, 24, y + sinf(theta + theta_offset) * 4 + 8, &I_Arcade_V); canvas_draw_icon(canvas, 32, y + sinf(theta + theta_offset * 2) * 4 + 8, &I_Arcade_E); canvas_draw_icon(canvas, 40, y + sinf(theta + theta_offset * 3) * 4 + 8, &I_Arcade_R); } break; case GM_Error: { // pb->text contains error message canvas_draw_icon(canvas, 0, 10, &I_Arcade_E); canvas_draw_icon(canvas, 8, 10, &I_Arcade_R); canvas_draw_icon(canvas, 16, 10, &I_Arcade_R); canvas_draw_icon(canvas, 24, 10, &I_Arcade_O); canvas_draw_icon(canvas, 32, 10, &I_Arcade_R); int x = 10; int y = 30; // split the string on \n and display each line // strtok is disabled - whyyy char buf[256]; strncpy(buf, pb->text, 256); char* str = buf; char* p = buf; bool at_end = false; while(str != NULL) { while(p && *p != '\n' && *p != '\0') p++; if(p && *p == '\0') at_end = true; *p = '\0'; canvas_draw_str_aligned(canvas, x, y, AlignLeft, AlignTop, str); if(at_end) { str = NULL; break; } str = p + 1; p = str; y += 12; } pb->table->draw(canvas); } break; default: FURI_LOG_E(TAG, "Unknown Game Mode"); break; } furi_mutex_release(pb->mutex); } static void pinball_input_callback(InputEvent* input_event, void* ctx) { furi_assert(ctx); FuriMessageQueue* event_queue = (FuriMessageQueue*)ctx; PinballEvent event = {.type = EventTypeKey, .input = *input_event}; furi_message_queue_put(event_queue, &event, FuriWaitForever); } extern "C" int32_t pinball0_app(void* p) { UNUSED(p); PinballState* pinball_state = (PinballState*)malloc(sizeof(PinballState)); pinball_state->mutex = furi_mutex_alloc(FuriMutexTypeNormal); if(!pinball_state->mutex) { FURI_LOG_E(TAG, "Cannot create mutex!"); free(pinball_state); return 0; } pinball_state_init(pinball_state); // read the list of tables from storage table_table_list_init(pinball_state); // load the table select table table_load_table(pinball_state, 0); FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(PinballEvent)); furi_timer_set_thread_priority(FuriTimerThreadPriorityElevated); ViewPort* view_port = view_port_alloc(); view_port_set_orientation(view_port, ViewPortOrientationVertical); view_port_draw_callback_set(view_port, pinball_draw_callback, pinball_state); view_port_input_callback_set(view_port, pinball_input_callback, event_queue); // Open the GUI and register view_port Gui* gui = (Gui*)furi_record_open(RECORD_GUI); gui_add_view_port(gui, view_port, GuiLayerFullscreen); notification_message(pinball_state->notify, &sequence_display_backlight_enforce_on); // dolphin_deed(DolphinDeedPluginGameStart); pinball_state->processing = true; float dt = 0.0f; uint32_t last_frame_time = furi_get_tick(); FURI_LOG_I(TAG, "Starting event loop"); PinballEvent event; while(pinball_state->processing) { FuriStatus event_status = furi_message_queue_get(event_queue, &event, 10); // TODO best rate? furi_mutex_acquire(pinball_state->mutex, FuriWaitForever); if(event_status == FuriStatusOk) { if(event.type == EventTypeKey) { if(event.input.type == InputTypePress || event.input.type == InputTypeLong || event.input.type == InputTypeRepeat) { switch(event.input.key) { case InputKeyBack: if(pinball_state->game_mode == GM_Playing || pinball_state->game_mode == GM_GameOver || pinball_state->game_mode == GM_Error) { pinball_state->game_mode = GM_TableSelect; table_load_table(pinball_state, TABLE_SELECT); } else if(pinball_state->game_mode == GM_TableSelect) { pinball_state->processing = false; } break; case InputKeyRight: pinball_state->keys[InputKeyRight] = true; // temp if(MANUAL_MODE && pinball_state->table->balls_released == false) { pinball_state->table->balls[0].p.x += MANUAL_ADJUSTMENT; pinball_state->table->balls[0].prev_p.x += MANUAL_ADJUSTMENT; } for(auto& f : pinball_state->table->flippers) { if(f.side == Flipper::RIGHT) { f.powered = true; } } break; case InputKeyLeft: // FURI_LOG_I(TAG, "LEFT on"); pinball_state->keys[InputKeyLeft] = true; // temp if(MANUAL_MODE && pinball_state->table->balls_released == false) { pinball_state->table->balls[0].p.x -= MANUAL_ADJUSTMENT; pinball_state->table->balls[0].prev_p.x -= MANUAL_ADJUSTMENT; } for(auto& f : pinball_state->table->flippers) { if(f.side == Flipper::LEFT) { f.powered = true; } } break; case InputKeyUp: // bump table if(pinball_state->game_mode == GM_Playing) { if(event.input.type == InputTypePress) { pinball_state->keys[InputKeyUp] = true; } } else if(pinball_state->game_mode == GM_TableSelect) { pinball_state->table_list.selected = (pinball_state->table_list.selected - 1 + pinball_state->table_list.menu_items.size()) % pinball_state->table_list.menu_items.size(); } // temp if(MANUAL_MODE && pinball_state->table->balls_released == false) { pinball_state->table->balls[0].p.y -= MANUAL_ADJUSTMENT; pinball_state->table->balls[0].prev_p.y -= MANUAL_ADJUSTMENT; } break; case InputKeyDown: if(pinball_state->game_mode == GM_Playing) { pinball_state->keys[InputKeyDown] = true; } else if(pinball_state->game_mode == GM_TableSelect) { pinball_state->table_list.selected = (pinball_state->table_list.selected + 1) % pinball_state->table_list.menu_items.size(); } // temp if(MANUAL_MODE && pinball_state->table->balls_released == false) { pinball_state->table->balls[0].p.y += MANUAL_ADJUSTMENT; pinball_state->table->balls[0].prev_p.y += MANUAL_ADJUSTMENT; } break; case InputKeyOk: if(pinball_state->game_mode == GM_Playing) { if(!pinball_state->table->balls_released) { pinball_state->gameStarted = true; pinball_state->table->balls_released = true; } } else if(pinball_state->game_mode == GM_TableSelect) { size_t sel = pinball_state->table_list.selected; if(!table_load_table(pinball_state, sel + TABLE_INDEX_OFFSET)) { pinball_state->game_mode = GM_Error; table_load_table(pinball_state, TABLE_ERROR); } else { pinball_state->game_mode = GM_Playing; } } break; default: break; } } else if(event.input.type == InputTypeRelease) { switch(event.input.key) { case InputKeyLeft: { pinball_state->keys[InputKeyLeft] = false; for(auto& f : pinball_state->table->flippers) { if(f.side == Flipper::LEFT) { f.powered = false; } } break; } case InputKeyRight: { pinball_state->keys[InputKeyRight] = false; for(auto& f : pinball_state->table->flippers) { if(f.side == Flipper::RIGHT) { f.powered = false; } } break; } case InputKeyUp: pinball_state->keys[InputKeyUp] = false; break; case InputKeyDown: pinball_state->keys[InputKeyDown] = false; // TODO: release plunger? break; default: break; } } } } solve(pinball_state, dt); for(auto& o : pinball_state->table->objects) { o->step_animation(); } // check game state if(pinball_state->game_mode == GM_Playing && pinball_state->table->num_lives == 0) { FURI_LOG_W(TAG, "GAME OVER!"); pinball_state->game_mode = GM_GameOver; } // no keys pressed - we should clear all input keys? view_port_update(view_port); furi_mutex_release(pinball_state->mutex); // game timing uint32_t time_lapsed = furi_get_tick() - last_frame_time; dt = time_lapsed / 1000.0f; while(dt < 1.0f / GAME_FPS) { time_lapsed = furi_get_tick() - last_frame_time; dt = time_lapsed / 1000.0f; } pinball_state->tick++; last_frame_time = furi_get_tick(); } // general cleanup notification_message(pinball_state->notify, &sequence_display_backlight_enforce_auto); view_port_enabled_set(view_port, false); gui_remove_view_port(gui, view_port); furi_record_close(RECORD_GUI); furi_record_close(RECORD_STORAGE); furi_record_close(RECORD_NOTIFICATION); view_port_free(view_port); furi_message_queue_free(event_queue); furi_mutex_free(pinball_state->mutex); delete pinball_state->table; free(pinball_state); furi_timer_set_thread_priority(FuriTimerThreadPriorityNormal); return 0; }