snake_20.c 18 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 <dolphin/dolphin.h>
  6. #include <notification/notification.h>
  7. #include <notification/notification_messages.h>
  8. typedef struct {
  9. // +-----x
  10. // |
  11. // |
  12. // y
  13. uint8_t x;
  14. uint8_t y;
  15. } Point;
  16. typedef enum {
  17. GameStateLife,
  18. GameStatePause,
  19. // https://melmagazine.com/en-us/story/snake-nokia-6110-oral-history-taneli-armanto
  20. // Armanto: While testing the early versions of the game, I noticed it was hard
  21. // to control the snake upon getting close to and edge but not crashing — especially
  22. // in the highest speed levels. I wanted the highest level to be as fast as I could
  23. // possibly make the device "run," but on the other hand, I wanted to be friendly
  24. // and help the player manage that level. Otherwise it might not be fun to play. So
  25. // I implemented a little delay. A few milliseconds of extra time right before
  26. // the player crashes, during which she can still change the directions. And if
  27. // she does, the game continues.
  28. GameStateLastChance,
  29. GameStateGameOver,
  30. } GameState;
  31. // Note: do not change without purpose. Current values are used in smart
  32. // orthogonality calculation in `snake_game_get_turn_snake`.
  33. typedef enum {
  34. DirectionUp,
  35. DirectionRight,
  36. DirectionDown,
  37. DirectionLeft,
  38. } Direction;
  39. #define MAX_SNAKE_LEN 15 * 31 //128 * 64 / 4
  40. #define x_back_symbol 50
  41. #define y_back_symbol 9
  42. typedef struct {
  43. FuriMutex* mutex;
  44. Point points[MAX_SNAKE_LEN];
  45. uint16_t len;
  46. Direction currentMovement;
  47. Direction nextMovement; // if backward of currentMovement, ignore
  48. Point fruit;
  49. GameState state;
  50. } SnakeState;
  51. typedef enum {
  52. EventTypeTick,
  53. EventTypeKey,
  54. } EventType;
  55. typedef struct {
  56. EventType type;
  57. InputEvent input;
  58. } SnakeEvent;
  59. const NotificationSequence sequence_fail = {
  60. &message_vibro_on,
  61. &message_note_ds4,
  62. &message_delay_10,
  63. &message_sound_off,
  64. &message_delay_10,
  65. &message_note_ds4,
  66. &message_delay_10,
  67. &message_sound_off,
  68. &message_delay_10,
  69. &message_note_ds4,
  70. &message_delay_10,
  71. &message_sound_off,
  72. &message_delay_10,
  73. &message_vibro_off,
  74. NULL,
  75. };
  76. const NotificationSequence sequence_eat = {
  77. &message_vibro_on,
  78. &message_note_c7,
  79. &message_delay_50,
  80. &message_sound_off,
  81. &message_vibro_off,
  82. NULL,
  83. };
  84. static void snake_game_render_callback(Canvas* const canvas, void* ctx) {
  85. furi_assert(ctx);
  86. const SnakeState* snake_state = ctx;
  87. furi_mutex_acquire(snake_state->mutex, FuriWaitForever);
  88. // Before the function is called, the state is set with the canvas_reset(canvas)
  89. // Frame
  90. canvas_draw_frame(canvas, 0, 0, 128, 64);
  91. // Fruit
  92. Point f = snake_state->fruit;
  93. f.x = f.x * 4 + 1;
  94. f.y = f.y * 4 + 1;
  95. canvas_draw_rframe(canvas, f.x, f.y, 6, 6, 2);
  96. canvas_draw_dot(canvas, f.x + 3, f.y - 1);
  97. canvas_draw_dot(canvas, f.x + 4, f.y - 2);
  98. //canvas_draw_dot(canvas,f.x+4,f.y-3);
  99. // Snake
  100. for(uint16_t i = 0; i < snake_state->len; i++) {
  101. Point p = snake_state->points[i];
  102. p.x = p.x * 4 + 2;
  103. p.y = p.y * 4 + 2;
  104. canvas_draw_box(canvas, p.x, p.y, 4, 4);
  105. if(i == 0) {
  106. canvas_set_color(canvas, ColorWhite);
  107. canvas_draw_box(canvas, p.x + 1, p.y + 1, 2, 2);
  108. canvas_set_color(canvas, ColorBlack);
  109. }
  110. }
  111. // Pause and GameOver banner
  112. if(snake_state->state == GameStatePause || snake_state->state == GameStateGameOver) {
  113. // Screen is 128x64 px
  114. canvas_set_color(canvas, ColorWhite);
  115. canvas_draw_box(canvas, 33, 19, 64, 26);
  116. canvas_set_color(canvas, ColorBlack);
  117. canvas_draw_frame(canvas, 34, 20, 62, 24);
  118. canvas_set_font(canvas, FontPrimary);
  119. if(snake_state->state == GameStateGameOver) {
  120. canvas_draw_str_aligned(canvas, 65, 31, AlignCenter, AlignBottom, "Game Over");
  121. }
  122. if(snake_state->state == GameStatePause) {
  123. canvas_draw_str_aligned(canvas, 65, 31, AlignCenter, AlignBottom, "Pause");
  124. }
  125. canvas_set_font(canvas, FontSecondary);
  126. char buffer[20];
  127. snprintf(buffer, sizeof(buffer), "Score: %u", snake_state->len - 7U);
  128. canvas_draw_str_aligned(canvas, 65, 41, AlignCenter, AlignBottom, buffer);
  129. // Painting "back"-symbol, Help message for Exit App, ProgressBar
  130. canvas_set_color(canvas, ColorWhite);
  131. canvas_draw_box(canvas, 25, 2, 81, 11);
  132. canvas_draw_box(canvas, 28, 54, 73, 9);
  133. canvas_set_color(canvas, ColorBlack);
  134. canvas_draw_str_aligned(
  135. canvas, 65, 10, AlignCenter, AlignBottom, "Hold to Exit App");
  136. snprintf(
  137. buffer, sizeof(buffer), "Complete: %-5.1f%%", (double)((snake_state->len - 7U) / 4.58));
  138. canvas_draw_str_aligned(canvas, 65, 62, AlignCenter, AlignBottom, buffer);
  139. {
  140. canvas_draw_dot(canvas, x_back_symbol + 0, y_back_symbol);
  141. canvas_draw_dot(canvas, x_back_symbol + 1, y_back_symbol);
  142. canvas_draw_dot(canvas, x_back_symbol + 2, y_back_symbol);
  143. canvas_draw_dot(canvas, x_back_symbol + 3, y_back_symbol);
  144. canvas_draw_dot(canvas, x_back_symbol + 4, y_back_symbol);
  145. canvas_draw_dot(canvas, x_back_symbol + 5, y_back_symbol - 1);
  146. canvas_draw_dot(canvas, x_back_symbol + 6, y_back_symbol - 2);
  147. canvas_draw_dot(canvas, x_back_symbol + 6, y_back_symbol - 3);
  148. canvas_draw_dot(canvas, x_back_symbol + 5, y_back_symbol - 4);
  149. canvas_draw_dot(canvas, x_back_symbol + 4, y_back_symbol - 5);
  150. canvas_draw_dot(canvas, x_back_symbol + 3, y_back_symbol - 5);
  151. canvas_draw_dot(canvas, x_back_symbol + 2, y_back_symbol - 5);
  152. canvas_draw_dot(canvas, x_back_symbol + 1, y_back_symbol - 5);
  153. canvas_draw_dot(canvas, x_back_symbol + 0, y_back_symbol - 5);
  154. canvas_draw_dot(canvas, x_back_symbol - 1, y_back_symbol - 5);
  155. canvas_draw_dot(canvas, x_back_symbol - 2, y_back_symbol - 5);
  156. canvas_draw_dot(canvas, x_back_symbol - 3, y_back_symbol - 5);
  157. canvas_draw_dot(canvas, x_back_symbol - 2, y_back_symbol - 6);
  158. canvas_draw_dot(canvas, x_back_symbol - 2, y_back_symbol - 4);
  159. canvas_draw_dot(canvas, x_back_symbol - 1, y_back_symbol - 6);
  160. canvas_draw_dot(canvas, x_back_symbol - 1, y_back_symbol - 4);
  161. canvas_draw_dot(canvas, x_back_symbol - 1, y_back_symbol - 7);
  162. canvas_draw_dot(canvas, x_back_symbol - 1, y_back_symbol - 3);
  163. }
  164. }
  165. furi_mutex_release(snake_state->mutex);
  166. }
  167. static void snake_game_input_callback(InputEvent* input_event, FuriMessageQueue* event_queue) {
  168. furi_assert(event_queue);
  169. SnakeEvent event = {.type = EventTypeKey, .input = *input_event};
  170. furi_message_queue_put(event_queue, &event, FuriWaitForever);
  171. }
  172. static void snake_game_update_timer_callback(FuriMessageQueue* event_queue) {
  173. furi_assert(event_queue);
  174. SnakeEvent event = {.type = EventTypeTick};
  175. furi_message_queue_put(event_queue, &event, 0);
  176. }
  177. static void snake_game_init_game(SnakeState* const snake_state) {
  178. Point p[] = {{8, 6}, {7, 6}, {6, 6}, {5, 6}, {4, 6}, {3, 6}, {2, 6}};
  179. memcpy(snake_state->points, p, sizeof(p)); //-V1086
  180. snake_state->len = 7;
  181. snake_state->currentMovement = DirectionRight;
  182. snake_state->nextMovement = DirectionRight;
  183. Point f = {18, 6};
  184. snake_state->fruit = f;
  185. snake_state->state = GameStateLife;
  186. }
  187. static Point snake_game_get_new_fruit(SnakeState const* const snake_state) {
  188. // 1 bit for each point on the playing field where the snake can turn
  189. // and where the fruit can appear
  190. uint16_t buffer[8];
  191. memset(buffer, 0, sizeof(buffer));
  192. uint8_t empty = 8 * 16;
  193. for(uint16_t i = 0; i < snake_state->len; i++) {
  194. Point p = snake_state->points[i];
  195. if(p.x % 2 != 0 || p.y % 2 != 0) {
  196. continue;
  197. }
  198. p.x /= 2;
  199. p.y /= 2;
  200. buffer[p.y] |= 1 << p.x;
  201. empty--;
  202. }
  203. // Bit set if snake use that playing field
  204. uint16_t newFruit = rand() % empty;
  205. // Skip random number of _empty_ fields
  206. for(uint8_t y = 0; y < 8; y++) {
  207. for(uint16_t x = 0, mask = 1; x < 16; x += 1, mask <<= 1) {
  208. if((buffer[y] & mask) == 0) {
  209. if(newFruit == 0) {
  210. Point p = {
  211. .x = x * 2,
  212. .y = y * 2,
  213. };
  214. return p;
  215. }
  216. newFruit--;
  217. }
  218. }
  219. }
  220. // We will never be here
  221. Point p = {0, 0};
  222. return p;
  223. }
  224. static bool snake_game_collision_with_frame(Point const next_step) {
  225. // if x == 0 && currentMovement == left then x - 1 == 255 ,
  226. // so check only x > right border
  227. return next_step.x > 30 || next_step.y > 14;
  228. }
  229. static bool
  230. snake_game_collision_with_tail(SnakeState const* const snake_state, Point const next_step) {
  231. for(uint16_t i = 0; i < snake_state->len; i++) {
  232. Point p = snake_state->points[i];
  233. if(p.x == next_step.x && p.y == next_step.y) {
  234. return true;
  235. }
  236. }
  237. return false;
  238. }
  239. static Direction snake_game_get_turn_snake(SnakeState const* const snake_state) {
  240. // Sum of two `Direction` lies between 0 and 6, odd values indicate orthogonality.
  241. bool is_orthogonal = (snake_state->currentMovement + snake_state->nextMovement) % 2 == 1;
  242. return is_orthogonal ? snake_state->nextMovement : snake_state->currentMovement;
  243. }
  244. static Point snake_game_get_next_step(SnakeState const* const snake_state) {
  245. Point next_step = snake_state->points[0];
  246. switch(snake_state->currentMovement) {
  247. // +-----x
  248. // |
  249. // |
  250. // y
  251. case DirectionUp:
  252. next_step.y--;
  253. break;
  254. case DirectionRight:
  255. next_step.x++;
  256. break;
  257. case DirectionDown:
  258. next_step.y++;
  259. break;
  260. case DirectionLeft:
  261. next_step.x--;
  262. break;
  263. }
  264. return next_step;
  265. }
  266. static void snake_game_move_snake(SnakeState* const snake_state, Point const next_step) {
  267. memmove(snake_state->points + 1, snake_state->points, snake_state->len * sizeof(Point));
  268. snake_state->points[0] = next_step;
  269. }
  270. static void
  271. snake_game_process_game_step(SnakeState* const snake_state, NotificationApp* notification) {
  272. if(snake_state->state == GameStateGameOver) {
  273. return;
  274. }
  275. snake_state->currentMovement = snake_game_get_turn_snake(snake_state);
  276. Point next_step = snake_game_get_next_step(snake_state);
  277. bool crush = snake_game_collision_with_frame(next_step);
  278. if(crush) {
  279. if(snake_state->state == GameStateLife) {
  280. snake_state->state = GameStateLastChance;
  281. return;
  282. } else if(snake_state->state == GameStateLastChance) {
  283. snake_state->state = GameStateGameOver;
  284. notification_message_block(notification, &sequence_fail);
  285. return;
  286. }
  287. } else {
  288. if(snake_state->state == GameStateLastChance) {
  289. snake_state->state = GameStateLife;
  290. }
  291. }
  292. crush = snake_game_collision_with_tail(snake_state, next_step);
  293. if(crush) {
  294. snake_state->state = GameStateGameOver;
  295. notification_message_block(notification, &sequence_fail);
  296. return;
  297. }
  298. bool eatFruit = (next_step.x == snake_state->fruit.x) && (next_step.y == snake_state->fruit.y);
  299. if(eatFruit) {
  300. snake_state->len++;
  301. if(snake_state->len >= MAX_SNAKE_LEN) {
  302. //You win!!!
  303. snake_state->state = GameStateGameOver;
  304. notification_message_block(notification, &sequence_fail);
  305. return;
  306. }
  307. }
  308. snake_game_move_snake(snake_state, next_step);
  309. if(eatFruit) {
  310. snake_state->fruit = snake_game_get_new_fruit(snake_state);
  311. notification_message(notification, &sequence_eat);
  312. notification_message(notification, &sequence_blink_red_100);
  313. }
  314. }
  315. int32_t snake_20_app(void* p) {
  316. UNUSED(p);
  317. FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(SnakeEvent));
  318. SnakeState* snake_state = malloc(sizeof(SnakeState));
  319. snake_game_init_game(snake_state);
  320. snake_state->mutex = furi_mutex_alloc(FuriMutexTypeNormal);
  321. if(!snake_state->mutex) {
  322. FURI_LOG_E("SnakeGame", "cannot create mutex\r\n");
  323. furi_message_queue_free(event_queue);
  324. free(snake_state);
  325. return 255;
  326. }
  327. ViewPort* view_port = view_port_alloc();
  328. view_port_draw_callback_set(view_port, snake_game_render_callback, snake_state);
  329. view_port_input_callback_set(view_port, snake_game_input_callback, event_queue);
  330. FuriTimer* timer =
  331. furi_timer_alloc(snake_game_update_timer_callback, FuriTimerTypePeriodic, event_queue);
  332. furi_timer_start(timer, furi_kernel_get_tick_frequency() / 4);
  333. // Open GUI and register view_port
  334. Gui* gui = furi_record_open(RECORD_GUI);
  335. gui_add_view_port(gui, view_port, GuiLayerFullscreen);
  336. NotificationApp* notification = furi_record_open(RECORD_NOTIFICATION);
  337. notification_message_block(notification, &sequence_display_backlight_enforce_on);
  338. dolphin_deed(DolphinDeedPluginGameStart);
  339. SnakeEvent event;
  340. for(bool processing = true; processing;) {
  341. FuriStatus event_status = furi_message_queue_get(event_queue, &event, 100);
  342. furi_mutex_acquire(snake_state->mutex, FuriWaitForever);
  343. if(event_status == FuriStatusOk) {
  344. if(event.type == EventTypeKey) {
  345. // press events
  346. if(event.input.type == InputTypePress) {
  347. switch(event.input.key) {
  348. case InputKeyUp:
  349. if(snake_state->state != GameStatePause) {
  350. snake_state->nextMovement = DirectionUp;
  351. }
  352. break;
  353. case InputKeyDown:
  354. if(snake_state->state != GameStatePause) {
  355. snake_state->nextMovement = DirectionDown;
  356. }
  357. break;
  358. case InputKeyRight:
  359. if(snake_state->state != GameStatePause) {
  360. snake_state->nextMovement = DirectionRight;
  361. }
  362. break;
  363. case InputKeyLeft:
  364. if(snake_state->state != GameStatePause) {
  365. snake_state->nextMovement = DirectionLeft;
  366. }
  367. break;
  368. case InputKeyOk:
  369. if(snake_state->state == GameStateGameOver) {
  370. snake_game_init_game(snake_state);
  371. }
  372. if(snake_state->state == GameStatePause) {
  373. furi_timer_start(timer, furi_kernel_get_tick_frequency() / 4);
  374. snake_state->state = GameStateLife;
  375. }
  376. break;
  377. case InputKeyBack:
  378. if(snake_state->state == GameStateLife) {
  379. furi_timer_stop(timer);
  380. snake_state->state = GameStatePause;
  381. break;
  382. }
  383. if(snake_state->state == GameStatePause) {
  384. furi_timer_start(timer, furi_kernel_get_tick_frequency() / 4);
  385. snake_state->state = GameStateLife;
  386. break;
  387. }
  388. if(snake_state->state == GameStateGameOver) {
  389. snake_game_init_game(snake_state);
  390. }
  391. default:
  392. break;
  393. }
  394. }
  395. //LongPress Events
  396. if(event.input.type == InputTypeLong) {
  397. switch(event.input.key) {
  398. case InputKeyUp:
  399. if(snake_state->state != GameStatePause) {
  400. snake_state->nextMovement = DirectionUp;
  401. furi_timer_start(timer, furi_kernel_get_tick_frequency() / 8);
  402. }
  403. break;
  404. case InputKeyDown:
  405. if(snake_state->state != GameStatePause) {
  406. snake_state->nextMovement = DirectionDown;
  407. furi_timer_start(timer, furi_kernel_get_tick_frequency() / 8);
  408. }
  409. break;
  410. case InputKeyRight:
  411. if(snake_state->state != GameStatePause) {
  412. snake_state->nextMovement = DirectionRight;
  413. furi_timer_start(timer, furi_kernel_get_tick_frequency() / 8);
  414. }
  415. break;
  416. case InputKeyLeft:
  417. if(snake_state->state != GameStatePause) {
  418. snake_state->nextMovement = DirectionLeft;
  419. furi_timer_start(timer, furi_kernel_get_tick_frequency() / 8);
  420. }
  421. break;
  422. case InputKeyBack:
  423. processing = false;
  424. break;
  425. default:
  426. break;
  427. }
  428. }
  429. //ReleaseKey Event
  430. if(event.input.type == InputTypeRelease) {
  431. if(snake_state->state != GameStatePause) {
  432. furi_timer_start(timer, furi_kernel_get_tick_frequency() / 4);
  433. }
  434. }
  435. } else if(event.type == EventTypeTick) {
  436. snake_game_process_game_step(snake_state, notification);
  437. }
  438. } else {
  439. // event timeout
  440. }
  441. furi_mutex_release(snake_state->mutex);
  442. view_port_update(view_port);
  443. }
  444. // Wait for all notifications to be played and return backlight to normal state
  445. notification_message_block(notification, &sequence_display_backlight_enforce_auto);
  446. furi_timer_free(timer);
  447. view_port_enabled_set(view_port, false);
  448. gui_remove_view_port(gui, view_port);
  449. furi_record_close(RECORD_GUI);
  450. furi_record_close(RECORD_NOTIFICATION);
  451. view_port_free(view_port);
  452. furi_message_queue_free(event_queue);
  453. furi_mutex_free(snake_state->mutex);
  454. free(snake_state);
  455. return 0;
  456. }