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- #include <stdio.h>
- #include <furi.h>
- #include <gui/gui.h>
- #include <input/input.h>
- #include <notification/notification.h>
- #include <notification/notification_messages.h>
- #include <gui/canvas_i.h>
- #include "bomberduck_icons.h"
- int max(int a, int b) {
- return (a > b) ? a : b;
- }
- int min(int a, int b) {
- return (a < b) ? a : b;
- }
- FuriMutex* mutex;
- #define WorldSizeX 12
- #define WorldSizeY 6
- #define BombTime 4
- #define BombRange 1
- typedef struct {
- int row;
- int col;
- } Cell;
- typedef struct {
- Cell cells[WorldSizeY * WorldSizeX];
- int front;
- int rear;
- } Queue;
- void enqueue(Queue* q, Cell c) {
- q->cells[q->rear] = c;
- q->rear++;
- }
- Cell dequeue(Queue* q) {
- Cell c = q->cells[q->front];
- q->front++;
- return c;
- }
- bool is_empty(Queue* q) {
- return q->front == q->rear;
- }
- typedef struct {
- int x;
- int y;
- int planted;
- } Bomb;
- typedef struct {
- int x;
- int y;
- bool side;
- } Player;
- typedef struct {
- int x;
- int y;
- int last;
- bool side;
- int level;
- } Enemy;
- typedef struct {
- int matrix[WorldSizeY][WorldSizeX];
- Player* player;
- bool running;
- int level;
- Enemy enemies[10];
- int enemies_count;
- Bomb bombs[100];
- int bombs_count;
- int endx;
- int endy;
- } World;
- Player player = {0, 0, 1};
- World world = {{{0}}, &player, 1, 0, {}, 0, {}, 0, 0, 0};
- void init(){
- player.x = 1;
- player.y = 1;
-
- world.endx = 3 + rand()%8;
- world.endy = rand()%6;
- for (int i = 0; i < WorldSizeY; i++) {
- for (int j = 0; j < WorldSizeX; j++) {
- world.matrix[i][j] = rand() % 3;
- }
- }
- world.running = 1;
- for(int j = max(0, player.y-BombRange); j < min(WorldSizeY, player.y+BombRange+1); j++){
- world.matrix[j][player.x] = 0;
- }
- for(int j = max(0, player.x-BombRange); j < min(WorldSizeX, player.x+BombRange+1); j++){
- world.matrix[player.y][j] = 0;
- }
- world.enemies_count=0;
- for(int j = 0; j < rand()%2 + world.level/5; j++){
- Enemy enemy;
- enemy.x = 3 + rand()%8;
- enemy.y = rand()%6;
- enemy.last = 0;
- enemy.side = 1;
- enemy.level = 0;
- world.enemies[j] = enemy;
- world.enemies_count++;
- for(int m = max(0, world.enemies[j].y-BombRange); m < min(WorldSizeY, world.enemies[j].y+BombRange+1); m++){
- world.matrix[m][world.enemies[j].x] = 0;
- }
- for(int m = max(0, world.enemies[j].x-BombRange); m < min(WorldSizeX, world.enemies[j].x+BombRange+1); m++){
- world.matrix[world.enemies[j].y][m] = 0;
- }
- }
- world.matrix[world.endy][world.endx] = 1;
- }
- const NotificationSequence end = {
- &message_vibro_on,
- &message_note_ds4,
- &message_delay_10,
- &message_sound_off,
- &message_delay_10,
- &message_note_ds4,
- &message_delay_10,
- &message_sound_off,
- &message_delay_10,
- &message_note_ds4,
- &message_delay_10,
- &message_sound_off,
- &message_delay_10,
- &message_vibro_off,
- NULL,
- };
- void intToStr(int num, char* str) {
- int i = 0, sign = 0;
- if (num < 0) {
- num = -num;
- sign = 1;
- }
- do {
- str[i++] = num % 10 + '0';
- num /= 10;
- } while (num > 0);
- if (sign) {
- str[i++] = '-';
- }
- str[i] = '\0';
- // Reverse the string
- int j, len = i;
- char temp;
- for (j = 0; j < len / 2; j++) {
- temp = str[j];
- str[j] = str[len - j - 1];
- str[len - j - 1] = temp;
- }
- }
- bool BFS() {
- // Initialize visited array and queue
- int visited[WorldSizeY][WorldSizeX] = {0};
- Queue q = {.front = 0, .rear = 0};
- // Mark the starting cell as visited and enqueue it
- visited[world.player->y][world.player->x] = 1;
- Cell startCell = {.row = world.player->y, .col = world.player->x};
- enqueue(&q, startCell);
- // Traverse the field
- while (!is_empty(&q)) {
- // Dequeue a cell from the queue
- Cell currentCell = dequeue(&q);
- // Check if the current cell is the destination cell
- if (currentCell.row == world.endy && currentCell.col == world.endx) {
- return true;
- }
- // Check the neighboring cells
- for (int rowOffset = -1; rowOffset <= 1; rowOffset++) {
- for (int colOffset = -1; colOffset <= 1; colOffset++) {
- // Skip diagonals and the current cell
- if (rowOffset == 0 && colOffset == 0) {
- continue;
- }
- if (rowOffset != 0 && colOffset != 0) {
- continue;
- }
- // Calculate the row and column of the neighboring cell
- int neighborRow = currentCell.row + rowOffset;
- int neighborCol = currentCell.col + colOffset;
- // Skip out-of-bounds cells and already visited cells
- if (neighborRow < 0 || neighborRow >= WorldSizeY ||
- neighborCol < 0 || neighborCol >= WorldSizeX) {
- continue;
- }
- if (visited[neighborRow][neighborCol]) {
- continue;
- }
- // Mark the neighboring cell as visited and enqueue it
- if (world.matrix[neighborRow][neighborCol] != 2){
- visited[neighborRow][neighborCol] = 1;
- Cell neighborCell = {.row = neighborRow, .col = neighborCol};
- enqueue(&q, neighborCell);
- }
- }
- }
- }
- return false;
- }
- static void draw_callback(Canvas* canvas, void* ctx) {
- UNUSED(ctx);
- furi_mutex_acquire(mutex, FuriWaitForever);
- if(!BFS()){
- init();
- }
- canvas_clear(canvas);
- canvas_draw_icon(canvas, world.endx*10+4, world.endy*10+2, &I_end);
- if(world.running){
- for (size_t i = 0; i < WorldSizeY; i++)
- {
- for (size_t j = 0; j < WorldSizeX; j++)
- {
- switch (world.matrix[i][j])
- {
- case 0:
- break;
- case 1:
- canvas_draw_icon(canvas, j*10+4, i*10+2, &I_box);
- break;
- case 2:
- canvas_draw_icon(canvas, j*10+4, i*10+2, &I_unbreakbox);
- break;
- case 3:
- canvas_draw_icon(canvas, j*10+4, i*10+2, &I_bomb0);
- break;
- case 4:
- canvas_draw_icon(canvas, j*10+4, i*10+2, &I_bomb1);
- break;
- case 5:
- canvas_draw_icon(canvas, j*10+4, i*10+2, &I_bomb2);
- break;
- case 6:
- canvas_draw_icon(canvas, j*10+4, i*10+2, &I_explore);
- world.matrix[i][j] = 0;
- break;
- }
- }
- }
- if(world.player->side){
- canvas_draw_icon(canvas, world.player->x*10+4, world.player->y*10+2, &I_playerright);
- }else{
- canvas_draw_icon(canvas, world.player->x*10+4, world.player->y*10+2, &I_playerleft);
- }
- for (int i = 0; i < world.enemies_count; i++)
- {
- if(world.enemies[i].level>0){
- canvas_draw_icon(canvas, world.enemies[i].x*10+4, world.enemies[i].y*10+2, &I_enemy1);
- } else {
- if(world.enemies[i].side){
- canvas_draw_icon(canvas, world.enemies[i].x*10+4, world.enemies[i].y*10+2, &I_enemyright);
- }else{
- canvas_draw_icon(canvas, world.enemies[i].x*10+4, world.enemies[i].y*10+2, &I_enemyleft);
- }
- }
- }
- }else{
- canvas_set_font(canvas, FontPrimary);
- if(world.player->x == world.endx && world.player->y == world.endy){
- if(world.level == 20){
- canvas_draw_str(canvas, 30, 35, "You win!");
- }
- canvas_draw_str(canvas, 30, 35, "Next level!");
- char str[20];
- intToStr(world.level, str);
- canvas_draw_str(canvas, 90, 35, str);
- } else {
- canvas_draw_str(canvas, 30, 35, "Game over!");
- }
- }
-
- furi_mutex_release(mutex);
- }
- static void input_callback(InputEvent* input_event, void* ctx) {
- // Проверяем, что контекст не нулевой
- furi_assert(ctx);
- FuriMessageQueue* event_queue = ctx;
- furi_message_queue_put(event_queue, input_event, FuriWaitForever);
- }
- int32_t bomberduck_app(void* p) {
- UNUSED(p);
- // Текущее событие типа InputEvent
- InputEvent event;
- // Очередь событий на 8 элементов размера InputEvent
- FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(InputEvent));
- // Создаем новый view port
- ViewPort* view_port = view_port_alloc();
- // Создаем callback отрисовки, без контекста
- view_port_draw_callback_set(view_port, draw_callback, NULL);
- // Создаем callback нажатий на клавиши, в качестве контекста передаем
- // нашу очередь сообщений, чтоб запихивать в неё эти события
- view_port_input_callback_set(view_port, input_callback, event_queue);
- mutex = furi_mutex_alloc(FuriMutexTypeNormal);//
- // Создаем GUI приложения
- Gui* gui = furi_record_open(RECORD_GUI);
- // Подключаем view port к GUI в полноэкранном режиме
- gui_add_view_port(gui, view_port, GuiLayerFullscreen);
- NotificationApp* notification = furi_record_open(RECORD_NOTIFICATION);
- notification_message_block(notification, &sequence_display_backlight_enforce_on);
- init();
-
- // Бесконечный цикл обработки очереди событий
- while(1) {
- if (furi_message_queue_get(event_queue, &event, 100) == FuriStatusOk){
- furi_mutex_acquire(mutex, FuriWaitForever);
- // Если нажата кнопка "назад", то выходим из цикла, а следовательно и из приложения
- if(event.type == InputTypePress) {
- if(event.key == InputKeyOk) {
- if(world.running){
- if (world.matrix[world.player->y][world.player->x]==0 && world.bombs_count<2)
- {
- world.matrix[world.player->y][world.player->x] = 3;
- Bomb bomb = {world.player->x, world.player->y, furi_get_tick()};
- world.bombs[world.bombs_count] = bomb;
- world.bombs_count++;
- }
- } else {
- init();
- }
- }
- if(event.key == InputKeyUp) {
- if (world.player->y >0 && world.matrix[world.player->y-1][world.player->x]==0)
- world.player->y--;
- }
- if(event.key == InputKeyDown) {
- if (world.player->y < WorldSizeY-1 && world.matrix[world.player->y+1][world.player->x]==0)
- world.player->y++;
- }
- if(event.key == InputKeyLeft) {
- world.player->side=0;
- if (world.player->x > 0 && world.matrix[world.player->y][world.player->x-1]==0)
- world.player->x--;
- }
- if(event.key == InputKeyRight) {
- world.player->side=1;
- if (world.player->x < WorldSizeX-1 && world.matrix[world.player->y][world.player->x+1]==0)
- world.player->x++;
- }
- if(event.key == InputKeyBack) {
- break;
- }
- }
- }
- if(world.running){
- if(world.player->x == world.endx && world.player->y == world.endy){
- notification_message(notification, &end);
- world.running=0;
- world.level+=1;
- }
- for (int i = 0; i < world.bombs_count; i++)
- {
- if(furi_get_tick() - world.bombs[i].planted > 3000){
- world.matrix[world.bombs[i].y][world.bombs[i].x] = 6;
- for(int j = max(0, world.bombs[i].y-BombRange); j < min(WorldSizeY, world.bombs[i].y+BombRange+1); j++){
- if(world.matrix[j][world.bombs[i].x]!=2){
- world.matrix[j][world.bombs[i].x] = 6;
- if (j==world.player->y && world.bombs[i].x == world.player->x){
- notification_message(notification, &end);
- world.running=0;
- }
- for (int e = 0; e < world.enemies_count; e++)
- {
- if (j==world.enemies[e].y && world.bombs[i].x == world.enemies[e].x){
- for (int l = e; l < world.enemies_count - 1; l++) {
- world.enemies[l] = world.enemies[l + 1];
- }
- world.enemies_count--;
- }
- }
- }
- }
- for(int j = max(0, world.bombs[i].x-BombRange); j < min(WorldSizeX, world.bombs[i].x+BombRange+1); j++){
- if(world.matrix[world.bombs[i].y][j]!=2){
- world.matrix[world.bombs[i].y][j] = 6;
- if (world.bombs[i].y ==world.player->y && j == world.player->x){
- notification_message(notification, &end);
- world.running=0;
- }
- for (int e = 0; e < world.enemies_count; e++)
- {
- if (world.bombs[i].y == world.enemies[e].y && j == world.enemies[e].x){
- for (int l = e; l < world.enemies_count - 1; l++) {
- world.enemies[l] = world.enemies[l + 1];
- }
- world.enemies_count--;
- }
- }
- }
- }
- for (int j = i; j < world.bombs_count - 1; j++) {
- world.bombs[j] = world.bombs[j + 1];
- }
- world.bombs_count--;
- }else if (furi_get_tick() - world.bombs[i].planted > 2000)
- {
- world.matrix[world.bombs[i].y][world.bombs[i].x] = 5;
- }else if (furi_get_tick() - world.bombs[i].planted > 1000)
- {
- world.matrix[world.bombs[i].y][world.bombs[i].x] = 4;
- }
- }
- for (int e = 0; e < world.enemies_count; e++)
- {
- if (world.player->y==world.enemies[e].y && world.player->x == world.enemies[e].x){
- notification_message(notification, &end);
- world.running=0;
- }
- }
- for (int e = 0; e < world.enemies_count; e++)
- {
- if(world.enemies[e].level>0){
- if (furi_get_tick() - world.enemies[e].last > (unsigned long)(2000 - world.level*100)){
- world.enemies[e].last = furi_get_tick();
- int move = rand()%4;
- switch (move)
- {
- case 0:
- if (world.enemies[e].y >0 && world.matrix[world.enemies[e].y-1][world.enemies[e].x]!=2)
- world.enemies[e].y--;
- break;
- case 1:
- if (world.enemies[e].y < WorldSizeY-1 && world.matrix[world.enemies[e].y+1][world.enemies[e].x]!=2)
- world.enemies[e].y++;
- break;
- case 2:
- world.enemies[e].side=0;
- if (world.enemies[e].x > 0 && world.matrix[world.enemies[e].y][world.enemies[e].x-1]!=2)
- world.enemies[e].x--;
- break;
- case 3:
- world.enemies[e].side=1;
- if (world.enemies[e].x < WorldSizeX-1 && world.matrix[world.enemies[e].y][world.enemies[e].x+1]!=2)
- world.enemies[e].x++;
- default:
- break;
- }
- }
- } else {
- if (furi_get_tick() - world.enemies[e].last > (unsigned long)(1000 - world.level*50)){
- world.enemies[e].last = furi_get_tick();
- int move = rand()%4;
- switch (move)
- {
- case 0:
- if (world.enemies[e].y >0 && world.matrix[world.enemies[e].y-1][world.enemies[e].x]==0)
- world.enemies[e].y--;
- break;
- case 1:
- if (world.enemies[e].y < WorldSizeY-1 && world.matrix[world.enemies[e].y+1][world.enemies[e].x]==0)
- world.enemies[e].y++;
- break;
- case 2:
- world.enemies[e].side=0;
- if (world.enemies[e].x > 0 && world.matrix[world.enemies[e].y][world.enemies[e].x-1]==0)
- world.enemies[e].x--;
- break;
- case 3:
- world.enemies[e].side=1;
- if (world.enemies[e].x < WorldSizeX-1 && world.matrix[world.enemies[e].y][world.enemies[e].x+1]==0)
- world.enemies[e].x++;
- default:
- break;
- }
- }
- }
- }
- for (int e = 0; e < world.enemies_count; e++)
- {
- for (int h = e + 1; h < world.enemies_count; h++)
- {
- if(world.enemies[e].y == world.enemies[h].y && world.enemies[e].x==world.enemies[h].x){
- world.enemies[h].level++;
- for (int l = e; l < world.enemies_count - 1; l++) {
- world.enemies[l] = world.enemies[l + 1];
- }
- world.enemies_count--;
- }
- }
- }
- }
-
-
- view_port_update(view_port);
- furi_mutex_release(mutex);
- }
- // Специальная очистка памяти, занимаемой очередью
- furi_message_queue_free(event_queue);
- // Чистим созданные объекты, связанные с интерфейсом
- gui_remove_view_port(gui, view_port);
- view_port_free(view_port); furi_message_queue_free(event_queue);
- // Чистим созданные объекты, связанные с интерфейсом
- gui_remove_view_port(gui, view_port);
- view_port_free(view_port);
- furi_mutex_free(mutex);
- furi_record_close(RECORD_GUI);
- furi_mutex_free(mutex);
- furi_record_close(RECORD_GUI);
- return 0;
- }
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