jetpack.c 8.8 KB

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  1. #include <stdlib.h>
  2. #include <jetpack_joyride_icons.h>
  3. #include <furi.h>
  4. #include <gui/gui.h>
  5. #include <gui/icon_animation.h>
  6. #include <input/input.h>
  7. #include "includes/point.h"
  8. #include "includes/barry.h"
  9. #include "includes/scientist.h"
  10. #include "includes/particle.h"
  11. #include "includes/coin.h"
  12. #include "includes/missile.h"
  13. #include "includes/game_state.h"
  14. #define TAG "Jetpack Joyride"
  15. typedef enum {
  16. EventTypeTick,
  17. EventTypeKey,
  18. } EventType;
  19. typedef struct {
  20. EventType type;
  21. InputEvent input;
  22. } GameEvent;
  23. static void jetpack_game_state_init(GameState* const game_state) {
  24. UNUSED(game_state);
  25. BARRY barry;
  26. barry.gravity = 0;
  27. barry.point.x = 32 + 5;
  28. barry.point.y = 32;
  29. barry.isBoosting = false;
  30. GameSprites sprites;
  31. sprites.barry = icon_animation_alloc(&A_barry);
  32. sprites.barry_infill = &I_barry_infill;
  33. sprites.scientist_left = (&I_scientist_left);
  34. sprites.scientist_left_infill = (&I_scientist_left_infill);
  35. sprites.scientist_right = (&I_scientist_right);
  36. sprites.scientist_right_infill = (&I_scientist_right_infill);
  37. sprites.missile = icon_animation_alloc(&A_missile);
  38. sprites.missile_infill = &I_missile_infill;
  39. sprites.bg[0] = &I_bg1;
  40. sprites.bg[1] = &I_bg2;
  41. sprites.bg[2] = &I_bg3;
  42. for(int i = 0; i < 3; ++i) {
  43. sprites.bg_pos[i].x = i * 128;
  44. sprites.bg_pos[i].y = 0;
  45. }
  46. icon_animation_start(sprites.barry);
  47. icon_animation_start(sprites.missile);
  48. game_state->barry = barry;
  49. game_state->points = 0;
  50. game_state->distance = 0;
  51. game_state->sprites = sprites;
  52. game_state->state = GameStateLife;
  53. memset(game_state->scientists, 0, sizeof(game_state->scientists));
  54. memset(game_state->coins, 0, sizeof(game_state->coins));
  55. memset(game_state->particles, 0, sizeof(game_state->particles));
  56. }
  57. static void jetpack_game_state_free(GameState* const game_state) {
  58. icon_animation_free(game_state->sprites.barry);
  59. icon_animation_free(game_state->sprites.missile);
  60. free(game_state);
  61. }
  62. static void jetpack_game_tick(GameState* const game_state) {
  63. if(game_state->state == GameStateGameOver) return;
  64. barry_tick(&game_state->barry);
  65. game_state_tick(game_state);
  66. coin_tick(game_state->coins, &game_state->barry, &game_state->points);
  67. particle_tick(game_state->particles, game_state->scientists, &game_state->points);
  68. scientist_tick(game_state->scientists);
  69. missile_tick(game_state->missiles, &game_state->barry, &game_state->state);
  70. for(int i = 0; i < 3; ++i) {
  71. game_state->sprites.bg_pos[i].x -= 1;
  72. if(game_state->sprites.bg_pos[i].x <= -128) {
  73. game_state->sprites.bg_pos[i].x = 128 * 2; // 2 other images are 128 px each
  74. }
  75. }
  76. if((rand() % 100) < 1) {
  77. spawn_random_coin(game_state->coins);
  78. }
  79. if((rand() % 100) < 1) {
  80. spawn_random_missile(game_state->missiles);
  81. }
  82. spawn_random_scientist(game_state->scientists);
  83. if(game_state->barry.isBoosting) {
  84. spawn_random_particles(game_state->particles, &game_state->barry);
  85. }
  86. }
  87. static void jetpack_game_render_callback(Canvas* const canvas, void* ctx) {
  88. furi_assert(ctx);
  89. const GameState* game_state = ctx;
  90. furi_mutex_acquire(game_state->mutex, FuriWaitForever);
  91. if(game_state->state == GameStateLife) {
  92. // canvas_draw_box(canvas, 0, 0, 128, 32);
  93. for(int i = 0; i < 3; ++i) {
  94. // Check if the image is within the screen's boundaries
  95. if(game_state->sprites.bg_pos[i].x >= -127 && game_state->sprites.bg_pos[i].x < 128) {
  96. canvas_draw_icon(
  97. canvas, game_state->sprites.bg_pos[i].x, 0, game_state->sprites.bg[i]);
  98. }
  99. }
  100. canvas_set_bitmap_mode(canvas, true);
  101. draw_coins(game_state->coins, canvas);
  102. draw_scientists(game_state->scientists, canvas, &game_state->sprites);
  103. draw_particles(game_state->particles, canvas);
  104. draw_missiles(game_state->missiles, canvas, &game_state->sprites);
  105. draw_barry(&game_state->barry, canvas, &game_state->sprites);
  106. canvas_set_color(canvas, ColorBlack);
  107. canvas_set_font(canvas, FontSecondary);
  108. char buffer[12];
  109. snprintf(buffer, sizeof(buffer), "Dist: %u", game_state->distance);
  110. canvas_draw_str_aligned(canvas, 123, 12, AlignRight, AlignBottom, buffer);
  111. snprintf(buffer, sizeof(buffer), "Score: %u", game_state->points);
  112. canvas_draw_str_aligned(canvas, 5, 12, AlignLeft, AlignBottom, buffer);
  113. }
  114. if(game_state->state == GameStateGameOver) {
  115. // Show highscore
  116. char buffer[12];
  117. snprintf(buffer, sizeof(buffer), "Dist: %u", game_state->distance);
  118. canvas_draw_str_aligned(canvas, 123, 12, AlignRight, AlignBottom, buffer);
  119. snprintf(buffer, sizeof(buffer), "Score: %u", game_state->points);
  120. canvas_draw_str_aligned(canvas, 5, 12, AlignLeft, AlignBottom, buffer);
  121. canvas_draw_str_aligned(canvas, 64, 32, AlignCenter, AlignCenter, "boom.");
  122. // if(furi_timer_is_running(game_state->timer)) {
  123. // furi_timer_start(game_state->timer, 0);
  124. // }
  125. }
  126. canvas_draw_frame(canvas, 0, 0, 128, 64);
  127. furi_mutex_release(game_state->mutex);
  128. }
  129. static void jetpack_game_input_callback(InputEvent* input_event, FuriMessageQueue* event_queue) {
  130. furi_assert(event_queue);
  131. GameEvent event = {.type = EventTypeKey, .input = *input_event};
  132. furi_message_queue_put(event_queue, &event, FuriWaitForever);
  133. }
  134. static void jetpack_game_update_timer_callback(FuriMessageQueue* event_queue) {
  135. furi_assert(event_queue);
  136. GameEvent event = {.type = EventTypeTick};
  137. furi_message_queue_put(event_queue, &event, 0);
  138. }
  139. int32_t jetpack_game_app(void* p) {
  140. UNUSED(p);
  141. int32_t return_code = 0;
  142. FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(GameEvent));
  143. GameState* game_state = malloc(sizeof(GameState));
  144. jetpack_game_state_init(game_state);
  145. game_state->mutex = furi_mutex_alloc(FuriMutexTypeNormal);
  146. if(!game_state->mutex) {
  147. FURI_LOG_E(TAG, "cannot create mutex\r\n");
  148. return_code = 255;
  149. goto free_and_exit;
  150. }
  151. // Set system callbacks
  152. ViewPort* view_port = view_port_alloc();
  153. view_port_draw_callback_set(view_port, jetpack_game_render_callback, game_state);
  154. view_port_input_callback_set(view_port, jetpack_game_input_callback, event_queue);
  155. FuriTimer* timer =
  156. furi_timer_alloc(jetpack_game_update_timer_callback, FuriTimerTypePeriodic, event_queue);
  157. furi_timer_start(timer, furi_kernel_get_tick_frequency() / 25);
  158. game_state->timer = timer;
  159. // Open GUI and register view_port
  160. Gui* gui = furi_record_open(RECORD_GUI);
  161. gui_add_view_port(gui, view_port, GuiLayerFullscreen);
  162. GameEvent event;
  163. for(bool processing = true; processing;) {
  164. FuriStatus event_status = furi_message_queue_get(event_queue, &event, 100);
  165. furi_mutex_acquire(game_state->mutex, FuriWaitForever);
  166. if(event_status == FuriStatusOk) {
  167. // press events
  168. if(event.type == EventTypeKey) {
  169. if(event.input.type == InputTypeRelease && event.input.key == InputKeyOk) {
  170. game_state->barry.isBoosting = false;
  171. }
  172. if(event.input.type == InputTypePress) {
  173. switch(event.input.key) {
  174. case InputKeyUp:
  175. break;
  176. case InputKeyDown:
  177. break;
  178. case InputKeyRight:
  179. break;
  180. case InputKeyLeft:
  181. break;
  182. case InputKeyOk:
  183. if(game_state->state == GameStateGameOver) {
  184. jetpack_game_state_init(game_state);
  185. }
  186. if(game_state->state == GameStateLife) {
  187. // Do something
  188. game_state->barry.isBoosting = true;
  189. }
  190. break;
  191. case InputKeyBack:
  192. processing = false;
  193. break;
  194. default:
  195. break;
  196. }
  197. }
  198. } else if(event.type == EventTypeTick) {
  199. jetpack_game_tick(game_state);
  200. }
  201. }
  202. view_port_update(view_port);
  203. furi_mutex_release(game_state->mutex);
  204. }
  205. furi_timer_free(timer);
  206. view_port_enabled_set(view_port, false);
  207. gui_remove_view_port(gui, view_port);
  208. furi_record_close(RECORD_GUI);
  209. view_port_free(view_port);
  210. furi_mutex_free(game_state->mutex);
  211. free_and_exit:
  212. jetpack_game_state_free(game_state);
  213. furi_message_queue_free(event_queue);
  214. return return_code;
  215. }