scorched_tanks_game_app.c 14 KB

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  1. #include <furi.h>
  2. #include <gui/gui.h>
  3. #include <input/input.h>
  4. #include <stdlib.h>
  5. #include <math.h>
  6. #include <notification/notification.h>
  7. #include <notification/notification_messages.h>
  8. #define SCREEN_WIDTH 128
  9. #define SCREEN_HEIGHT 64
  10. #define PLAYER_INIT_LOCATION_X 20
  11. #define PLAYER_INIT_AIM 45
  12. #define PLAYER_INIT_POWER 50
  13. #define ENEMY_INIT_LOCATION_X 108
  14. #define TANK_BARREL_LENGTH 8
  15. #define GRAVITY_FORCE 0.5
  16. #define MIN_GROUND_HEIGHT 35
  17. #define MAX_GROUND_HEIGHT 55
  18. #define MAX_FIRE_POWER 100
  19. #define MIN_FIRE_POWER 0
  20. #define TANK_COLLIDER_SIZE 3
  21. #define MAX_WIND 10
  22. #define MAX_PLAYER_DIFF_X 20
  23. #define MAX_ENEMY_DIFF_X 20
  24. // That's a filthy workaround but sin(player.aimAngle) breaks it all... If you're able to fix it, please do create a PR!
  25. double scorched_tanks_sin[91] = {
  26. 0.000, -0.017, -0.035, -0.052, -0.070, -0.087, -0.105, -0.122, -0.139, -0.156, -0.174, -0.191,
  27. -0.208, -0.225, -0.242, -0.259, -0.276, -0.292, -0.309, -0.326, -0.342, -0.358, -0.375, -0.391,
  28. -0.407, -0.423, -0.438, -0.454, -0.469, -0.485, -0.500, -0.515, -0.530, -0.545, -0.559, -0.574,
  29. -0.588, -0.602, -0.616, -0.629, -0.643, -0.656, -0.669, -0.682, -0.695, -0.707, -0.719, -0.731,
  30. -0.743, -0.755, -0.766, -0.777, -0.788, -0.799, -0.809, -0.819, -0.829, -0.839, -0.848, -0.857,
  31. -0.866, -0.875, -0.883, -0.891, -0.899, -0.906, -0.914, -0.921, -0.927, -0.934, -0.940, -0.946,
  32. -0.951, -0.956, -0.961, -0.966, -0.970, -0.974, -0.978, -0.982, -0.985, -0.988, -0.990, -0.993,
  33. -0.995, -0.996, -0.998, -0.999, -0.999, -1.000, -1.000};
  34. double scorched_tanks_cos[91] = {
  35. 1.000, 1.000, 0.999, 0.999, 0.998, 0.996, 0.995, 0.993, 0.990, 0.988, 0.985, 0.982, 0.978,
  36. 0.974, 0.970, 0.966, 0.961, 0.956, 0.951, 0.946, 0.940, 0.934, 0.927, 0.921, 0.914, 0.906,
  37. 0.899, 0.891, 0.883, 0.875, 0.866, 0.857, 0.848, 0.839, 0.829, 0.819, 0.809, 0.799, 0.788,
  38. 0.777, 0.766, 0.755, 0.743, 0.731, 0.719, 0.707, 0.695, 0.682, 0.669, 0.656, 0.643, 0.629,
  39. 0.616, 0.602, 0.588, 0.574, 0.559, 0.545, 0.530, 0.515, 0.500, 0.485, 0.469, 0.454, 0.438,
  40. 0.423, 0.407, 0.391, 0.375, 0.358, 0.342, 0.326, 0.309, 0.292, 0.276, 0.259, 0.242, 0.225,
  41. 0.208, 0.191, 0.174, 0.156, 0.139, 0.122, 0.105, 0.087, 0.070, 0.052, 0.035, 0.017, 0.000};
  42. double scorched_tanks_tan[91] = {
  43. 0.000, -0.017, -0.035, -0.052, -0.070, -0.087, -0.105, -0.123, -0.141, -0.158, -0.176,
  44. -0.194, -0.213, -0.231, -0.249, -0.268, -0.287, -0.306, -0.325, -0.344, -0.364, -0.384,
  45. -0.404, -0.424, -0.445, -0.466, -0.488, -0.510, -0.532, -0.554, -0.577, -0.601, -0.625,
  46. -0.649, -0.674, -0.700, -0.727, -0.754, -0.781, -0.810, -0.839, -0.869, -0.900, -0.932,
  47. -0.966, -1.000, -1.036, -1.072, -1.111, -1.150, -1.192, -1.235, -1.280, -1.327, -1.376,
  48. -1.428, -1.483, -1.540, -1.600, -1.664, -1.732, -1.804, -1.881, -1.963, -2.050, -2.144,
  49. -2.246, -2.356, -2.475, -2.605, -2.747, -2.904, -3.078, -3.271, -3.487, -3.732, -4.011,
  50. -4.331, -4.704, -5.144, -5.671, -6.313, -7.115, -8.144, -9.513, -11.429, -14.298, -19.077,
  51. -28.627, -57.254, -90747.269};
  52. typedef struct
  53. {
  54. // +-----x
  55. // |
  56. // |
  57. // y
  58. uint8_t x;
  59. uint8_t y;
  60. } Point;
  61. typedef struct
  62. {
  63. // +-----x
  64. // |
  65. // |
  66. // y
  67. double x;
  68. double y;
  69. } PointDetailed;
  70. typedef struct
  71. {
  72. unsigned char locationX;
  73. unsigned char hp;
  74. int aimAngle;
  75. unsigned char firePower;
  76. bool isShooting;
  77. } Tank;
  78. typedef struct
  79. {
  80. Point ground[SCREEN_WIDTH];
  81. Tank player;
  82. Tank enemy;
  83. bool isPlayerTurn;
  84. int windSpeed;
  85. Point trajectory[SCREEN_WIDTH];
  86. unsigned char trajectoryAnimationStep;
  87. PointDetailed bulletPosition;
  88. PointDetailed bulletVector;
  89. } Game;
  90. typedef enum
  91. {
  92. EventTypeTick,
  93. EventTypeKey,
  94. } EventType;
  95. typedef struct
  96. {
  97. EventType type;
  98. InputEvent input;
  99. } ScorchedTanksEvent;
  100. int scorched_tanks_random(int min, int max)
  101. {
  102. return min + rand() % ((max + 1) - min);
  103. }
  104. void scorched_tanks_generate_ground(Game *game_state)
  105. {
  106. auto lastHeight = 45;
  107. for (unsigned char a = 0; a < SCREEN_WIDTH; a++)
  108. {
  109. auto diffHeight = scorched_tanks_random(-2, 3);
  110. auto changeLength = scorched_tanks_random(1, 6);
  111. if (diffHeight == 0)
  112. {
  113. changeLength = 1;
  114. }
  115. for (int b = 0; b < changeLength; b++)
  116. {
  117. if (a + b < SCREEN_WIDTH)
  118. {
  119. auto index = a + b;
  120. auto newPoint = lastHeight + diffHeight;
  121. newPoint = newPoint < MIN_GROUND_HEIGHT ? MIN_GROUND_HEIGHT : newPoint;
  122. newPoint = newPoint > MAX_GROUND_HEIGHT ? MAX_GROUND_HEIGHT : newPoint;
  123. game_state->ground[index].x = index;
  124. game_state->ground[index].y = newPoint;
  125. lastHeight = newPoint;
  126. }
  127. else
  128. {
  129. a += b;
  130. break;
  131. }
  132. }
  133. a += changeLength - 1;
  134. }
  135. }
  136. void scorched_tanks_init_game(Game *game_state)
  137. {
  138. game_state->player.locationX = PLAYER_INIT_LOCATION_X + scorched_tanks_random(0, MAX_PLAYER_DIFF_X) - MAX_PLAYER_DIFF_X / 2;
  139. game_state->player.aimAngle = PLAYER_INIT_AIM;
  140. game_state->player.firePower = PLAYER_INIT_POWER;
  141. game_state->enemy.locationX = ENEMY_INIT_LOCATION_X + scorched_tanks_random(0, MAX_ENEMY_DIFF_X) - MAX_ENEMY_DIFF_X / 2;
  142. game_state->windSpeed = scorched_tanks_random(0, MAX_WIND);
  143. for (int x = 0; x < SCREEN_WIDTH; x++)
  144. {
  145. game_state->trajectory[x].x = 0;
  146. game_state->trajectory[x].y = 0;
  147. }
  148. scorched_tanks_generate_ground(game_state);
  149. }
  150. void scorched_tanks_calculate_trajectory(Game *game_state)
  151. {
  152. if (game_state->player.isShooting)
  153. {
  154. game_state->bulletVector.x += ((double)game_state->windSpeed - MAX_WIND / 2) / 50;
  155. game_state->bulletVector.y += GRAVITY_FORCE;
  156. game_state->bulletPosition.x += game_state->bulletVector.x;
  157. game_state->bulletPosition.y += game_state->bulletVector.y;
  158. double distanceToEnemyX = game_state->enemy.locationX - game_state->bulletPosition.x;
  159. double distanceToEnemyY = game_state->ground[game_state->enemy.locationX].y - TANK_COLLIDER_SIZE - game_state->bulletPosition.y;
  160. int totalDistanceToEnemy = sqrt(distanceToEnemyX * distanceToEnemyX + distanceToEnemyY * distanceToEnemyY);
  161. if (totalDistanceToEnemy <= TANK_COLLIDER_SIZE)
  162. {
  163. game_state->player.isShooting = false;
  164. scorched_tanks_init_game(game_state);
  165. return;
  166. }
  167. if (game_state->bulletPosition.x > SCREEN_WIDTH ||
  168. game_state->bulletPosition.y > game_state->ground[(int)round(game_state->bulletPosition.x)].y)
  169. {
  170. game_state->player.isShooting = false;
  171. game_state->bulletPosition.x = 0;
  172. game_state->bulletPosition.y = 0;
  173. game_state->windSpeed = scorched_tanks_random(0, MAX_WIND);
  174. return;
  175. }
  176. if (game_state->bulletPosition.y > 0)
  177. {
  178. game_state->trajectory[game_state->trajectoryAnimationStep].x = round(game_state->bulletPosition.x);
  179. game_state->trajectory[game_state->trajectoryAnimationStep].y = round(game_state->bulletPosition.y);
  180. game_state->trajectoryAnimationStep++;
  181. }
  182. }
  183. }
  184. static void scorched_tanks_render_callback(Canvas *const canvas, void *ctx)
  185. {
  186. const Game *game_state = acquire_mutex((ValueMutex *)ctx, 25);
  187. if (game_state == NULL)
  188. {
  189. return;
  190. }
  191. canvas_draw_frame(canvas, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
  192. canvas_set_color(canvas, ColorBlack);
  193. if (game_state->player.isShooting)
  194. {
  195. canvas_draw_dot(canvas, game_state->bulletPosition.x, game_state->bulletPosition.y);
  196. }
  197. for (int a = 1; a < SCREEN_WIDTH; a++)
  198. {
  199. canvas_draw_line(
  200. canvas,
  201. game_state->ground[a - 1].x,
  202. game_state->ground[a - 1].y,
  203. game_state->ground[a].x,
  204. game_state->ground[a].y);
  205. if (game_state->trajectory[a].y != 0)
  206. {
  207. canvas_draw_dot(canvas, game_state->trajectory[a].x, game_state->trajectory[a].y);
  208. }
  209. }
  210. canvas_draw_disc(
  211. canvas,
  212. game_state->enemy.locationX,
  213. game_state->ground[game_state->enemy.locationX].y - TANK_COLLIDER_SIZE,
  214. 3);
  215. canvas_draw_circle(
  216. canvas,
  217. game_state->player.locationX,
  218. game_state->ground[game_state->player.locationX].y - TANK_COLLIDER_SIZE,
  219. 3);
  220. auto aimX1 = game_state->player.locationX;
  221. auto aimY1 = game_state->ground[game_state->player.locationX].y - TANK_COLLIDER_SIZE;
  222. double sinFromAngle = scorched_tanks_sin[game_state->player.aimAngle];
  223. double cosFromAngle = scorched_tanks_cos[game_state->player.aimAngle];
  224. int aimX2 = aimX1 + TANK_BARREL_LENGTH * cosFromAngle;
  225. int aimY2 = aimY1 + TANK_BARREL_LENGTH * sinFromAngle;
  226. canvas_draw_line(canvas, aimX1, aimY1, aimX2, aimY2);
  227. canvas_set_font(canvas, FontSecondary);
  228. char buffer2[12];
  229. snprintf(buffer2, sizeof(buffer2), "wind: %i", game_state->windSpeed - MAX_WIND / 2);
  230. canvas_draw_str(canvas, 55, 10, buffer2);
  231. char buffer[12];
  232. snprintf(buffer, sizeof(buffer), "a: %u", game_state->player.aimAngle);
  233. canvas_draw_str(canvas, 2, 10, buffer);
  234. snprintf(buffer, sizeof(buffer), "p: %u", game_state->player.firePower);
  235. canvas_draw_str(canvas, 27, 10, buffer);
  236. release_mutex((ValueMutex *)ctx, game_state);
  237. }
  238. static void scorched_tanks_input_callback(InputEvent *input_event, FuriMessageQueue *event_queue)
  239. {
  240. furi_assert(event_queue);
  241. ScorchedTanksEvent event = {.type = EventTypeKey, .input = *input_event};
  242. furi_message_queue_put(event_queue, &event, FuriWaitForever);
  243. }
  244. static void scorched_tanks_update_timer_callback(FuriMessageQueue *event_queue)
  245. {
  246. furi_assert(event_queue);
  247. ScorchedTanksEvent event = {.type = EventTypeTick};
  248. furi_message_queue_put(event_queue, &event, 0);
  249. }
  250. static void scorched_tanks_increase_power(Game *game_state)
  251. {
  252. if (game_state->player.firePower < MAX_FIRE_POWER && !game_state->player.isShooting)
  253. {
  254. game_state->player.firePower++;
  255. }
  256. }
  257. static void scorched_tanks_decrease_power(Game *game_state)
  258. {
  259. if (game_state->player.firePower > MIN_FIRE_POWER && !game_state->player.isShooting)
  260. {
  261. game_state->player.firePower--;
  262. }
  263. }
  264. static void scorched_tanks_aim_up(Game *game_state)
  265. {
  266. if (game_state->player.aimAngle < 90 && !game_state->player.isShooting)
  267. {
  268. game_state->player.aimAngle++;
  269. }
  270. }
  271. static void scorched_tanks_aim_down(Game *game_state)
  272. {
  273. if (game_state->player.aimAngle > 0 && !game_state->player.isShooting)
  274. {
  275. game_state->player.aimAngle--;
  276. }
  277. }
  278. const NotificationSequence sequence_long_vibro = {
  279. &message_vibro_on,
  280. &message_delay_500,
  281. &message_vibro_off,
  282. NULL,
  283. };
  284. static void scorched_tanks_fire(Game *game_state)
  285. {
  286. if (!game_state->player.isShooting)
  287. {
  288. game_state->bulletPosition.x = game_state->player.locationX;
  289. game_state->bulletPosition.y = game_state->ground[game_state->player.locationX].y - TANK_COLLIDER_SIZE;
  290. game_state->bulletVector.x = scorched_tanks_cos[game_state->player.aimAngle] * ((double)game_state->player.firePower / 10);
  291. game_state->bulletVector.y = scorched_tanks_sin[game_state->player.aimAngle] * ((double)game_state->player.firePower / 10);
  292. game_state->trajectoryAnimationStep = 0;
  293. for (int x = 0; x < SCREEN_WIDTH; x++)
  294. {
  295. game_state->trajectory[x].x = 0;
  296. game_state->trajectory[x].y = 0;
  297. }
  298. game_state->player.isShooting = true;
  299. NotificationApp *notification = furi_record_open("notification");
  300. notification_message(notification, &sequence_long_vibro);
  301. notification_message(notification, &sequence_blink_white_100);
  302. furi_record_close("notification");
  303. }
  304. }
  305. int32_t scorched_tanks_game_app(void *p)
  306. {
  307. UNUSED(p);
  308. srand(DWT->CYCCNT);
  309. FuriMessageQueue *event_queue = furi_message_queue_alloc(8, sizeof(ScorchedTanksEvent));
  310. Game *game_state = malloc(sizeof(Game));
  311. scorched_tanks_init_game(game_state);
  312. ValueMutex state_mutex;
  313. if (!init_mutex(&state_mutex, game_state, sizeof(ScorchedTanksEvent)))
  314. {
  315. FURI_LOG_E("ScorchedTanks", "cannot create mutex\r\n");
  316. free(game_state);
  317. return 255;
  318. }
  319. ViewPort *view_port = view_port_alloc();
  320. view_port_draw_callback_set(view_port, scorched_tanks_render_callback, &state_mutex);
  321. view_port_input_callback_set(view_port, scorched_tanks_input_callback, event_queue);
  322. FuriTimer *timer =
  323. furi_timer_alloc(scorched_tanks_update_timer_callback, FuriTimerTypePeriodic, event_queue);
  324. furi_timer_start(timer, 2000);
  325. // Open GUI and register view_port
  326. Gui *gui = furi_record_open(RECORD_GUI);
  327. gui_add_view_port(gui, view_port, GuiLayerFullscreen);
  328. ScorchedTanksEvent event;
  329. for (bool processing = true; processing;)
  330. {
  331. FuriStatus event_status = furi_message_queue_get(event_queue, &event, 50);
  332. if (event.type == EventTypeKey)
  333. { // && game->isPlayerTurn
  334. if (event.input.type == InputTypeRepeat || event.input.type == InputTypeShort)
  335. {
  336. switch (event.input.key)
  337. {
  338. case InputKeyUp:
  339. scorched_tanks_aim_up(game_state);
  340. break;
  341. case InputKeyDown:
  342. scorched_tanks_aim_down(game_state);
  343. break;
  344. case InputKeyRight:
  345. scorched_tanks_increase_power(game_state);
  346. break;
  347. case InputKeyLeft:
  348. scorched_tanks_decrease_power(game_state);
  349. break;
  350. case InputKeyOk:
  351. scorched_tanks_fire(game_state);
  352. break;
  353. case InputKeyBack:
  354. processing = false;
  355. break;
  356. }
  357. }
  358. }
  359. else if (event.type == EventTypeTick)
  360. {
  361. scorched_tanks_calculate_trajectory(game_state);
  362. }
  363. view_port_update(view_port);
  364. release_mutex(&state_mutex, game_state);
  365. }
  366. furi_timer_free(timer);
  367. view_port_enabled_set(view_port, false);
  368. gui_remove_view_port(gui, view_port);
  369. furi_record_close(RECORD_GUI);
  370. view_port_free(view_port);
  371. furi_message_queue_free(event_queue);
  372. delete_mutex(&state_mutex);
  373. free(game_state);
  374. return 0;
  375. }