trexrunner.c 7.2 KB

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  1. #include <furi.h>
  2. #include <furi_hal.h>
  3. #include <gui/gui.h>
  4. #include <gui/icon_i.h>
  5. #include <gui/elements.h>
  6. #include <input/input.h>
  7. #include <stdlib.h>
  8. #include <stdio.h>
  9. #include "assets_icons.h"
  10. #define DINO_START_X 10
  11. #define DINO_START_Y 42
  12. #define FPS 20
  13. #define DINO_RUNNING_MS_PER_FRAME 500
  14. #define GRAVITY 60
  15. #define JUMP_SPEED 30
  16. #define CACTUS_W 8
  17. #define CACTUS_H 10
  18. typedef enum {
  19. EventTypeTick,
  20. EventTypeKey,
  21. } EventType;
  22. typedef struct {
  23. EventType type;
  24. InputEvent input;
  25. } PluginEvent;
  26. typedef struct {
  27. FuriTimer *timer;
  28. uint32_t last_tick;
  29. const Icon* dino_icon;
  30. int dino_frame_ms;
  31. FuriMutex* mutex;
  32. // Dino info
  33. float y_position;
  34. float y_speed;
  35. int y_acceleration;
  36. // Cactus info
  37. int cactus_position;
  38. float cactus_speed;
  39. int has_cactus;
  40. int lost;
  41. } GameState;
  42. static void timer_callback(void *ctx) {
  43. GameState *game_state = ctx;
  44. furi_mutex_acquire(game_state->mutex, FuriWaitForever);
  45. if (game_state == NULL) {
  46. return;
  47. }
  48. uint32_t ticks_elapsed = furi_get_tick() - game_state->last_tick;
  49. game_state->last_tick = furi_get_tick();
  50. int delta_time_ms = ticks_elapsed * 1000 / furi_kernel_get_tick_frequency();
  51. // dino update
  52. game_state->dino_frame_ms += delta_time_ms;
  53. // TODO: switch by dino state
  54. if (game_state->dino_frame_ms >= DINO_RUNNING_MS_PER_FRAME) {
  55. if (game_state->dino_icon == &I_DinoRun0) {
  56. game_state->dino_icon = &I_DinoRun1;
  57. } else {
  58. game_state->dino_icon = &I_DinoRun0;
  59. }
  60. game_state->dino_frame_ms = 0;
  61. }
  62. // Compute dino dynamics
  63. game_state->y_acceleration = game_state->y_acceleration - GRAVITY * delta_time_ms / 1000;
  64. game_state->y_speed = game_state->y_speed + game_state->y_acceleration * delta_time_ms / 1000;
  65. game_state->y_position = game_state->y_position - game_state->y_speed * delta_time_ms / 1000;
  66. // Touch ground
  67. if (game_state->y_position >= DINO_START_Y) {
  68. game_state->y_acceleration = 0;
  69. game_state->y_speed = 0;
  70. game_state->y_position = DINO_START_Y;
  71. }
  72. // Update Cactus state
  73. if (game_state->has_cactus){
  74. game_state->cactus_position = game_state->cactus_position - game_state->cactus_speed * delta_time_ms / 1000;
  75. if (game_state->cactus_position <= CACTUS_W + 1) {
  76. game_state->has_cactus = 0;
  77. game_state->cactus_position = 120;
  78. }
  79. }
  80. // Create cactus (not random)
  81. else {
  82. game_state->has_cactus = 1;
  83. game_state->cactus_position = 120;
  84. game_state->cactus_speed = 15;
  85. }
  86. // Lose condition
  87. if ((game_state->y_position + 22 >= (64 - CACTUS_H)) && ((DINO_START_X+20) >= game_state->cactus_position) && (DINO_START_X <= (game_state->cactus_position + CACTUS_W)))
  88. game_state->lost = 1;
  89. furi_mutex_release(game_state->mutex);
  90. }
  91. static void input_callback(InputEvent *input_event, FuriMessageQueue *event_queue) {
  92. furi_assert(event_queue);
  93. PluginEvent event = {.type = EventTypeKey, .input = *input_event};
  94. furi_message_queue_put(event_queue, &event, FuriWaitForever);
  95. }
  96. static void render_callback(Canvas *const canvas, void *ctx) {
  97. const GameState *game_state = ctx;
  98. furi_mutex_acquire(game_state->mutex, FuriWaitForever);
  99. if (game_state == NULL) {
  100. return;
  101. }
  102. if(!game_state->lost){
  103. canvas_draw_icon(canvas, DINO_START_X, game_state->y_position, game_state->dino_icon);
  104. if (game_state->has_cactus)
  105. canvas_draw_triangle(canvas, game_state->cactus_position, 63, CACTUS_W, CACTUS_H, CanvasDirectionBottomToTop);
  106. } else {
  107. canvas_set_font(canvas, FontPrimary);
  108. canvas_draw_str_aligned(canvas, 64, 32, AlignCenter, AlignBottom, "You lost :c");
  109. }
  110. furi_mutex_release(game_state->mutex);
  111. }
  112. static void game_state_init(GameState *const game_state) {
  113. game_state->last_tick = furi_get_tick();
  114. game_state->dino_frame_ms = 0;
  115. game_state->dino_icon = &I_Dino;
  116. game_state->y_acceleration = game_state->y_speed = 0;
  117. game_state->y_position = DINO_START_Y;
  118. game_state->has_cactus = 0;
  119. game_state->lost = 0;
  120. game_state->mutex = furi_mutex_alloc(FuriMutexTypeNormal);
  121. }
  122. int32_t trexrunner_app() {
  123. FuriMessageQueue *event_queue = furi_message_queue_alloc(8, sizeof(PluginEvent));
  124. GameState *game_state = malloc(sizeof(GameState));
  125. game_state_init(game_state);
  126. if (!game_state->mutex) {
  127. FURI_LOG_E("T-rex runner", "cannot create mutex\r\n");
  128. free(game_state);
  129. return 255;
  130. }
  131. // BEGIN IMPLEMENTATION
  132. // Set system callbacks
  133. ViewPort *view_port = view_port_alloc();
  134. view_port_draw_callback_set(view_port, render_callback, game_state);
  135. view_port_input_callback_set(view_port, input_callback, event_queue);
  136. game_state->timer = furi_timer_alloc(timer_callback, FuriTimerTypePeriodic, game_state);
  137. furi_timer_start(game_state->timer, (uint32_t) furi_kernel_get_tick_frequency() / FPS);
  138. // Open GUI and register view_port
  139. Gui *gui = furi_record_open("gui");
  140. gui_add_view_port(gui, view_port, GuiLayerFullscreen);
  141. PluginEvent event;
  142. for (bool processing = true; processing && !game_state->lost;) {
  143. FuriStatus event_status = furi_message_queue_get(event_queue, &event, 100);
  144. if (event_status == FuriStatusOk) {
  145. // press events
  146. if (event.type == EventTypeKey) {
  147. if (event.input.type == InputTypeShort) {
  148. switch (event.input.key) {
  149. case InputKeyUp:
  150. //if (game_state->y_position == DINO_START_Y)
  151. game_state->y_position -= 10;
  152. break;
  153. case InputKeyDown:
  154. //if (game_state->y_position == DINO_START_Y)
  155. game_state->y_position += 10;
  156. break;
  157. case InputKeyLeft:
  158. break;
  159. case InputKeyRight:
  160. break;
  161. case InputKeyOk:
  162. if (game_state->y_position == DINO_START_Y)
  163. game_state->y_speed = JUMP_SPEED;
  164. break;
  165. case InputKeyMAX:
  166. break;
  167. case InputKeyBack:
  168. // Exit the app
  169. processing = false;
  170. break;
  171. }
  172. }
  173. }
  174. } else {
  175. // event timeout
  176. ;
  177. }
  178. if (game_state->lost){
  179. furi_message_queue_get(event_queue, &event, 1500); //Sleep to show the "you lost" message
  180. }
  181. view_port_update(view_port);
  182. furi_mutex_release(game_state->mutex);
  183. }
  184. view_port_enabled_set(view_port, false);
  185. gui_remove_view_port(gui, view_port);
  186. furi_record_close("gui");
  187. view_port_free(view_port);
  188. furi_message_queue_free(event_queue);
  189. furi_mutex_free(game_state->mutex);
  190. furi_timer_free(game_state->timer);
  191. free(game_state);
  192. return 0;
  193. }