jetpack.c 9.1 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/background_assets.h"
  14. #include "includes/game_state.h"
  15. #define TAG "Jetpack Joyride"
  16. typedef enum {
  17. EventTypeTick,
  18. EventTypeKey,
  19. } EventType;
  20. typedef struct {
  21. EventType type;
  22. InputEvent input;
  23. } GameEvent;
  24. static void jetpack_game_state_init(GameState* const game_state) {
  25. UNUSED(game_state);
  26. BARRY barry;
  27. barry.gravity = 0;
  28. barry.point.x = 32 + 5;
  29. barry.point.y = 32;
  30. barry.isBoosting = false;
  31. GameSprites sprites;
  32. sprites.barry = icon_animation_alloc(&A_barry);
  33. sprites.barry_infill = &I_barry_infill;
  34. sprites.scientist_left = (&I_scientist_left);
  35. sprites.scientist_left_infill = (&I_scientist_left_infill);
  36. sprites.scientist_right = (&I_scientist_right);
  37. sprites.scientist_right_infill = (&I_scientist_right_infill);
  38. sprites.missile = icon_animation_alloc(&A_missile);
  39. sprites.missile_infill = &I_missile_infill;
  40. // sprites.bg[0] = &I_bg1;
  41. // sprites.bg[1] = &I_bg2;
  42. // sprites.bg[2] = &I_bg3;
  43. // for(int i = 0; i < 3; ++i) {
  44. // sprites.bg_pos[i].x = i * 128;
  45. // sprites.bg_pos[i].y = 0;
  46. // }
  47. icon_animation_start(sprites.barry);
  48. icon_animation_start(sprites.missile);
  49. game_state->barry = barry;
  50. game_state->points = 0;
  51. game_state->distance = 0;
  52. game_state->sprites = sprites;
  53. game_state->state = GameStateLife;
  54. memset(game_state->scientists, 0, sizeof(game_state->scientists));
  55. memset(game_state->coins, 0, sizeof(game_state->coins));
  56. memset(game_state->particles, 0, sizeof(game_state->particles));
  57. }
  58. static void jetpack_game_state_free(GameState* const game_state) {
  59. icon_animation_free(game_state->sprites.barry);
  60. icon_animation_free(game_state->sprites.missile);
  61. free(game_state);
  62. }
  63. static void jetpack_game_tick(GameState* const game_state) {
  64. if(game_state->state == GameStateGameOver) return;
  65. barry_tick(&game_state->barry);
  66. game_state_tick(game_state);
  67. coin_tick(game_state->coins, &game_state->barry, &game_state->points);
  68. particle_tick(game_state->particles, game_state->scientists, &game_state->points);
  69. scientist_tick(game_state->scientists);
  70. missile_tick(game_state->missiles, &game_state->barry, &game_state->state);
  71. background_assets_tick(game_state->bg_assets);
  72. if(game_state->distance % 64 == 0) {
  73. spawn_random_background_asset(game_state->bg_assets);
  74. }
  75. // for(int i = 0; i < 3; ++i) {
  76. // game_state->sprites.bg_pos[i].x -= 1;
  77. // if(game_state->sprites.bg_pos[i].x <= -128) {
  78. // game_state->sprites.bg_pos[i].x = 128 * 2; // 2 other images are 128 px each
  79. // }
  80. // }
  81. if((rand() % 100) < 1) {
  82. spawn_random_coin(game_state->coins);
  83. }
  84. if((rand() % 100) < 1) {
  85. spawn_random_missile(game_state->missiles);
  86. }
  87. spawn_random_scientist(game_state->scientists);
  88. if(game_state->barry.isBoosting) {
  89. spawn_random_particles(game_state->particles, &game_state->barry);
  90. }
  91. }
  92. static void jetpack_game_render_callback(Canvas* const canvas, void* ctx) {
  93. furi_assert(ctx);
  94. const GameState* game_state = ctx;
  95. furi_mutex_acquire(game_state->mutex, FuriWaitForever);
  96. if(game_state->state == GameStateLife) {
  97. // canvas_draw_box(canvas, 0, 0, 128, 32);
  98. // for(int i = 0; i < 3; ++i) {
  99. // // Check if the image is within the screen's boundaries
  100. // if(game_state->sprites.bg_pos[i].x >= -127 && game_state->sprites.bg_pos[i].x < 128) {
  101. // canvas_draw_icon(
  102. // canvas, game_state->sprites.bg_pos[i].x, 0, game_state->sprites.bg[i]);
  103. // }
  104. // }
  105. canvas_set_bitmap_mode(canvas, false);
  106. draw_background_assets(game_state->bg_assets, canvas, game_state->distance);
  107. canvas_set_bitmap_mode(canvas, true);
  108. draw_coins(game_state->coins, canvas);
  109. draw_scientists(game_state->scientists, canvas, &game_state->sprites);
  110. draw_particles(game_state->particles, canvas);
  111. draw_missiles(game_state->missiles, canvas, &game_state->sprites);
  112. draw_barry(&game_state->barry, canvas, &game_state->sprites);
  113. canvas_set_color(canvas, ColorBlack);
  114. canvas_set_font(canvas, FontSecondary);
  115. char buffer[12];
  116. snprintf(buffer, sizeof(buffer), "Dist: %u", game_state->distance);
  117. canvas_draw_str_aligned(canvas, 123, 12, AlignRight, AlignBottom, buffer);
  118. snprintf(buffer, sizeof(buffer), "Score: %u", game_state->points);
  119. canvas_draw_str_aligned(canvas, 5, 12, AlignLeft, AlignBottom, buffer);
  120. }
  121. if(game_state->state == GameStateGameOver) {
  122. // Show highscore
  123. char buffer[12];
  124. snprintf(buffer, sizeof(buffer), "Dist: %u", game_state->distance);
  125. canvas_draw_str_aligned(canvas, 123, 12, AlignRight, AlignBottom, buffer);
  126. snprintf(buffer, sizeof(buffer), "Score: %u", game_state->points);
  127. canvas_draw_str_aligned(canvas, 5, 12, AlignLeft, AlignBottom, buffer);
  128. canvas_draw_str_aligned(canvas, 64, 32, AlignCenter, AlignCenter, "boom.");
  129. // if(furi_timer_is_running(game_state->timer)) {
  130. // furi_timer_start(game_state->timer, 0);
  131. // }
  132. }
  133. canvas_draw_frame(canvas, 0, 0, 128, 64);
  134. furi_mutex_release(game_state->mutex);
  135. }
  136. static void jetpack_game_input_callback(InputEvent* input_event, FuriMessageQueue* event_queue) {
  137. furi_assert(event_queue);
  138. GameEvent event = {.type = EventTypeKey, .input = *input_event};
  139. furi_message_queue_put(event_queue, &event, FuriWaitForever);
  140. }
  141. static void jetpack_game_update_timer_callback(FuriMessageQueue* event_queue) {
  142. furi_assert(event_queue);
  143. GameEvent event = {.type = EventTypeTick};
  144. furi_message_queue_put(event_queue, &event, 0);
  145. }
  146. int32_t jetpack_game_app(void* p) {
  147. UNUSED(p);
  148. int32_t return_code = 0;
  149. FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(GameEvent));
  150. GameState* game_state = malloc(sizeof(GameState));
  151. jetpack_game_state_init(game_state);
  152. game_state->mutex = furi_mutex_alloc(FuriMutexTypeNormal);
  153. if(!game_state->mutex) {
  154. FURI_LOG_E(TAG, "cannot create mutex\r\n");
  155. return_code = 255;
  156. goto free_and_exit;
  157. }
  158. // Set system callbacks
  159. ViewPort* view_port = view_port_alloc();
  160. view_port_draw_callback_set(view_port, jetpack_game_render_callback, game_state);
  161. view_port_input_callback_set(view_port, jetpack_game_input_callback, event_queue);
  162. FuriTimer* timer =
  163. furi_timer_alloc(jetpack_game_update_timer_callback, FuriTimerTypePeriodic, event_queue);
  164. furi_timer_start(timer, furi_kernel_get_tick_frequency() / 25);
  165. game_state->timer = timer;
  166. // Open GUI and register view_port
  167. Gui* gui = furi_record_open(RECORD_GUI);
  168. gui_add_view_port(gui, view_port, GuiLayerFullscreen);
  169. GameEvent event;
  170. for(bool processing = true; processing;) {
  171. FuriStatus event_status = furi_message_queue_get(event_queue, &event, 100);
  172. furi_mutex_acquire(game_state->mutex, FuriWaitForever);
  173. if(event_status == FuriStatusOk) {
  174. // press events
  175. if(event.type == EventTypeKey) {
  176. if(event.input.type == InputTypeRelease && event.input.key == InputKeyOk) {
  177. game_state->barry.isBoosting = false;
  178. }
  179. if(event.input.type == InputTypePress) {
  180. switch(event.input.key) {
  181. case InputKeyUp:
  182. break;
  183. case InputKeyDown:
  184. break;
  185. case InputKeyRight:
  186. break;
  187. case InputKeyLeft:
  188. break;
  189. case InputKeyOk:
  190. if(game_state->state == GameStateGameOver) {
  191. jetpack_game_state_init(game_state);
  192. }
  193. if(game_state->state == GameStateLife) {
  194. // Do something
  195. game_state->barry.isBoosting = true;
  196. }
  197. break;
  198. case InputKeyBack:
  199. processing = false;
  200. break;
  201. default:
  202. break;
  203. }
  204. }
  205. } else if(event.type == EventTypeTick) {
  206. jetpack_game_tick(game_state);
  207. }
  208. }
  209. view_port_update(view_port);
  210. furi_mutex_release(game_state->mutex);
  211. }
  212. furi_timer_free(timer);
  213. view_port_enabled_set(view_port, false);
  214. gui_remove_view_port(gui, view_port);
  215. furi_record_close(RECORD_GUI);
  216. view_port_free(view_port);
  217. furi_mutex_free(game_state->mutex);
  218. free_and_exit:
  219. jetpack_game_state_free(game_state);
  220. furi_message_queue_free(event_queue);
  221. return return_code;
  222. }