#include #include #include #include #include #include #include "includes/point.h" #include "includes/barry.h" #include "includes/scientist.h" #include "includes/particle.h" #include "includes/coin.h" #include "includes/missile.h" #include "includes/game_state.h" #define TAG "Jetpack Joyride" typedef enum { EventTypeTick, EventTypeKey, } EventType; typedef struct { EventType type; InputEvent input; } GameEvent; static void jetpack_game_state_init(GameState* const game_state) { UNUSED(game_state); BARRY barry; barry.gravity = 0; barry.point.x = 32 + 5; barry.point.y = 32; barry.isBoosting = false; GameSprites sprites; sprites.barry = icon_animation_alloc(&A_barry); sprites.barry_infill = &I_barry_infill; sprites.scientist_left = (&I_scientist_left); sprites.scientist_left_infill = (&I_scientist_left_infill); sprites.scientist_right = (&I_scientist_right); sprites.scientist_right_infill = (&I_scientist_right_infill); sprites.missile = icon_animation_alloc(&A_missile); sprites.missile_infill = &I_missile_infill; sprites.bg[0] = &I_bg1; sprites.bg[1] = &I_bg2; sprites.bg[2] = &I_bg3; for(int i = 0; i < 3; ++i) { sprites.bg_pos[i].x = i * 128; sprites.bg_pos[i].y = 0; } icon_animation_start(sprites.barry); icon_animation_start(sprites.missile); 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.missile); free(game_state); } static void jetpack_game_tick(GameState* const game_state) { if(game_state->state == GameStateGameOver) return; barry_tick(&game_state->barry); game_state_tick(game_state); coin_tick(game_state->coins, &game_state->barry, &game_state->points); particle_tick(game_state->particles, game_state->scientists, &game_state->points); scientist_tick(game_state->scientists); missile_tick(game_state->missiles, &game_state->barry, &game_state->state); for(int i = 0; i < 3; ++i) { game_state->sprites.bg_pos[i].x -= 1; if(game_state->sprites.bg_pos[i].x <= -128) { game_state->sprites.bg_pos[i].x = 128 * 2; // 2 other images are 128 px each } } if((rand() % 100) < 1) { spawn_random_coin(game_state->coins); } if((rand() % 100) < 1) { spawn_random_missile(game_state->missiles); } spawn_random_scientist(game_state->scientists); if(game_state->barry.isBoosting) { spawn_random_particles(game_state->particles, &game_state->barry); } } 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) { // canvas_draw_box(canvas, 0, 0, 128, 32); for(int i = 0; i < 3; ++i) { // Check if the image is within the screen's boundaries if(game_state->sprites.bg_pos[i].x >= -127 && game_state->sprites.bg_pos[i].x < 128) { // canvas_draw_icon( // canvas, game_state->sprites.bg_pos[i].x, 0, game_state->sprites.bg[i]); } } canvas_set_bitmap_mode(canvas, true); draw_coins(game_state->coins, canvas); draw_scientists(game_state->scientists, canvas, &game_state->sprites); draw_particles(game_state->particles, canvas); draw_missiles(game_state->missiles, canvas, &game_state->sprites); draw_barry(&game_state->barry, canvas, &game_state->sprites); canvas_set_color(canvas, ColorBlack); 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 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); canvas_draw_str_aligned(canvas, 64, 32, AlignCenter, AlignCenter, "boom."); // if(furi_timer_is_running(game_state->timer)) { // furi_timer_start(game_state->timer, 0); // } } 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); game_state->timer = timer; // 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; }