app.c 23 KB

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  1. /* Copyright (C) 2023 Salvatore Sanfilippo -- All Rights Reserved
  2. * See the LICENSE file for information about the license. */
  3. #include <furi.h>
  4. #include <furi_hal.h>
  5. #include <input/input.h>
  6. #include <gui/gui.h>
  7. #include <stdlib.h>
  8. #include <gui/gui.h>
  9. #include <gui/view_dispatcher.h>
  10. #include <gui/scene_manager.h>
  11. #include <math.h>
  12. #define TAG "Asteroids" // Used for logging
  13. #define DEBUG_MSG 1
  14. #define SCREEN_XRES 128
  15. #define SCREEN_YRES 64
  16. #define GAME_START_LIVES 3
  17. #ifndef PI
  18. #define PI 3.14159265358979f
  19. #endif
  20. /* ============================ Data structures ============================= */
  21. typedef struct Ship {
  22. float x, /* Ship x position. */
  23. y, /* Ship y position. */
  24. vx, /* x velocity. */
  25. vy, /* y velocity. */
  26. rot; /* Current rotation. 2*PI full ortation. */
  27. } Ship;
  28. typedef struct Bullet {
  29. float x, y, vx, vy; /* Fields like in ship. */
  30. uint32_t ttl; /* Time to live, in ticks. */
  31. } Bullet;
  32. typedef struct Asteroid {
  33. float x, y, vx, vy, rot, /* Fields like ship. */
  34. rot_speed, /* Angular velocity (rot speed and sense). */
  35. size; /* Asteroid size. */
  36. uint8_t shape_seed; /* Seed to give random shape. */
  37. } Asteroid;
  38. #define MAXBUL 10 /* Max bullets on the screen. */
  39. #define MAXAST 32 /* Max asteroids on the screen. */
  40. #define SHIP_HIT_ANIMATION_LEN 15
  41. typedef struct AsteroidsApp {
  42. /* GUI */
  43. Gui *gui;
  44. ViewPort *view_port; /* We just use a raw viewport and we render
  45. everything into the low level canvas. */
  46. FuriMessageQueue *event_queue; /* Keypress events go here. */
  47. /* Game state. */
  48. int running; /* Once false exists the app. */
  49. bool gameover; /* Gameover status. */
  50. uint32_t ticks; /* Game ticks. Increments at each refresh. */
  51. uint32_t score; /* Game score. */
  52. uint32_t lives; /* Number of lives in the current game. */
  53. uint32_t ship_hit; /* When non zero, the ship was hit by an asteroid
  54. and we need to show an animation as long as
  55. its value is non-zero (and decrease it's value
  56. at each tick of animation). */
  57. /* Ship state. */
  58. struct Ship ship;
  59. /* Bullets state. */
  60. struct Bullet bullets[MAXBUL]; /* Each bullet state. */
  61. int bullets_num; /* Active bullets. */
  62. uint32_t last_bullet_tick; /* Tick the last bullet was fired. */
  63. /* Asteroids state. */
  64. Asteroid asteroids[MAXAST]; /* Each asteroid state. */
  65. int asteroids_num; /* Active asteroids. */
  66. uint32_t pressed[InputKeyMAX]; /* pressed[id] is true if pressed.
  67. Each array item contains the time
  68. in milliseconds the key was pressed. */
  69. bool fire; /* Short press detected: fire a bullet. */
  70. } AsteroidsApp;
  71. /* ============================== Prototyeps ================================ */
  72. // Only functions called before their definition are here.
  73. void restart_game_after_gameover(AsteroidsApp *app);
  74. uint32_t key_pressed_time(AsteroidsApp *app, InputKey key);
  75. /* ============================ 2D drawing ================================== */
  76. /* This structure represents a polygon of at most POLY_MAX points.
  77. * The function draw_poly() is able to render it on the screen, rotated
  78. * by the amount specified. */
  79. #define POLY_MAX 8
  80. typedef struct Poly {
  81. float x[POLY_MAX];
  82. float y[POLY_MAX];
  83. uint32_t points; /* Number of points actually populated. */
  84. } Poly;
  85. /* Define the polygons we use. */
  86. Poly ShipPoly = {
  87. {-3, 0, 3},
  88. {-3, 6, -3},
  89. 3
  90. };
  91. /* Rotate the point of the poligon 'poly' and store the new rotated
  92. * polygon in 'rot'. The polygon is rotated by an angle 'a', with
  93. * center at 0,0. */
  94. void rotate_poly(Poly *rot, Poly *poly, float a) {
  95. /* We want to compute sin(a) and cos(a) only one time
  96. * for every point to rotate. It's a slow operation. */
  97. float sin_a = (float)sin(a);
  98. float cos_a = (float)cos(a);
  99. for (uint32_t j = 0; j < poly->points; j++) {
  100. rot->x[j] = poly->x[j]*cos_a - poly->y[j]*sin_a;
  101. rot->y[j] = poly->y[j]*cos_a + poly->x[j]*sin_a;
  102. }
  103. rot->points = poly->points;
  104. }
  105. /* This is an 8 bit LFSR we use to generate a predictable and fast
  106. * pseudorandom sequence of numbers, to give a different shape to
  107. * each asteroid. */
  108. void lfsr_next(unsigned char *prev) {
  109. unsigned char lsb = *prev & 1;
  110. *prev = *prev >> 1;
  111. if (lsb == 1) *prev ^= 0b11000111;
  112. *prev ^= *prev<<7; /* Mix things a bit more. */
  113. }
  114. /* Render the polygon 'poly' at x,y, rotated by the specified angle. */
  115. void draw_poly(Canvas *const canvas, Poly *poly, uint8_t x, uint8_t y, float a)
  116. {
  117. Poly rot;
  118. rotate_poly(&rot,poly,a);
  119. canvas_set_color(canvas, ColorBlack);
  120. for (uint32_t j = 0; j < rot.points; j++) {
  121. uint32_t a = j;
  122. uint32_t b = j+1;
  123. if (b == rot.points) b = 0;
  124. canvas_draw_line(canvas,x+rot.x[a],y+rot.y[a],
  125. x+rot.x[b],y+rot.y[b]);
  126. }
  127. }
  128. /* A bullet is just a + pixels pattern. A single pixel is not
  129. * visible enough. */
  130. void draw_bullet(Canvas *const canvas, Bullet *b) {
  131. canvas_draw_dot(canvas,b->x-1,b->y);
  132. canvas_draw_dot(canvas,b->x+1,b->y);
  133. canvas_draw_dot(canvas,b->x,b->y);
  134. canvas_draw_dot(canvas,b->x,b->y-1);
  135. canvas_draw_dot(canvas,b->x,b->y+1);
  136. }
  137. /* Draw an asteroid. The asteroid shapes is computed on the fly and
  138. * is not stored in a permanent shape structure. In order to generate
  139. * the shape, we use an initial fixed shape that we resize according
  140. * to the asteroid size, perturbate according to the asteroid shape
  141. * seed, and finally draw it rotated of the right amount. */
  142. void draw_asteroid(Canvas *const canvas, Asteroid *ast) {
  143. Poly ap;
  144. /* Start with what is kinda of a circle. Note that this could be
  145. * stored into a template and copied here, to avoid computing
  146. * sin() / cos(). But the Flipper can handle it without problems. */
  147. uint8_t r = ast->shape_seed;
  148. for (int j = 0; j < 8; j++) {
  149. float a = (PI*2)/8*j;
  150. /* Before generating the point, to make the shape unique generate
  151. * a random factor between .7 and 1.3 to scale the distance from
  152. * the center. However this asteroid should have its unique shape
  153. * that remains always the same, so we use a predictable PRNG
  154. * implemented by an 8 bit shift register. */
  155. lfsr_next(&r);
  156. float scaling = .7+((float)r/255*.6);
  157. ap.x[j] = (float)sin(a) * ast->size * scaling;
  158. ap.y[j] = (float)cos(a) * ast->size * scaling;
  159. }
  160. ap.points = 8;
  161. draw_poly(canvas,&ap,ast->x,ast->y,ast->rot);
  162. }
  163. /* Draw small ships in the top-right part of the screen, one for
  164. * each left live. */
  165. void draw_left_lives(Canvas *const canvas, AsteroidsApp *app) {
  166. int lives = app->lives;
  167. int x = SCREEN_XRES-5;
  168. Poly mini_ship = {
  169. {-2, 0, 2},
  170. {-2, 4, -2},
  171. 3
  172. };
  173. while(lives--) {
  174. draw_poly(canvas,&mini_ship,x,6,PI);
  175. x -= 6;
  176. }
  177. }
  178. /* Given the current position, update it according to the velocity and
  179. * wrap it back to the other side if the object went over the screen. */
  180. void update_pos_by_velocity(float *x, float *y, float vx, float vy) {
  181. /* Return back from one side to the other of the screen. */
  182. *x += vx;
  183. *y += vy;
  184. if (*x >= SCREEN_XRES) *x = 0;
  185. else if (*x < 0) *x = SCREEN_XRES-1;
  186. if (*y >= SCREEN_YRES) *y = 0;
  187. else if (*y < 0) *y = SCREEN_YRES-1;
  188. }
  189. /* Render the current game screen. */
  190. void render_callback(Canvas *const canvas, void *ctx) {
  191. AsteroidsApp *app = ctx;
  192. /* Clear screen. */
  193. canvas_set_color(canvas, ColorWhite);
  194. canvas_draw_box(canvas, 0, 0, SCREEN_XRES-1, SCREEN_YRES-1);
  195. /* Draw score. */
  196. canvas_set_color(canvas, ColorBlack);
  197. canvas_set_font(canvas, FontSecondary);
  198. char score[32];
  199. snprintf(score,sizeof(score),"%lu",app->score);
  200. canvas_draw_str(canvas, 0, 8, score);
  201. /* Draw left ships. */
  202. draw_left_lives(canvas,app);
  203. /* Draw ship, asteroids, bullets. */
  204. draw_poly(canvas,&ShipPoly,app->ship.x,app->ship.y,app->ship.rot);
  205. for (int j = 0; j < app->bullets_num; j++)
  206. draw_bullet(canvas,&app->bullets[j]);
  207. for (int j = 0; j < app->asteroids_num; j++)
  208. draw_asteroid(canvas,&app->asteroids[j]);
  209. /* Game over text. */
  210. if (app->gameover) {
  211. canvas_set_color(canvas, ColorBlack);
  212. canvas_set_font(canvas, FontPrimary);
  213. canvas_draw_str(canvas, 28, 35, "GAME OVER");
  214. canvas_set_font(canvas, FontSecondary);
  215. canvas_draw_str(canvas, 25, 50, "Press OK to restart");
  216. }
  217. }
  218. /* ============================ Game logic ================================== */
  219. float distance(float x1, float y1, float x2, float y2) {
  220. float dx = x1-x2;
  221. float dy = y1-y2;
  222. return sqrt(dx*dx+dy*dy);
  223. }
  224. /* Detect a collision between the object at x1,y1 of radius r1 and
  225. * the object at x2, y2 of radius r2. A factor < 1 will make the
  226. * function detect the collision even if the objects are yet not
  227. * relly touching, while a factor > 1 will make it detect the collision
  228. * only after they are a bit overlapping. It basically is used to
  229. * rescale the distance.
  230. *
  231. * Note that in this simplified 2D world, objects are all considered
  232. * spheres (this is why this function only takes the radius). This
  233. * is, after all, kinda accurate for asteroids, for bullets, and
  234. * even for the ship "core" itself. */
  235. bool objects_are_colliding(float x1, float y1, float r1,
  236. float x2, float y2, float r2,
  237. float factor)
  238. {
  239. /* The objects are colliding if the distance between object 1 and 2
  240. * is smaller than the sum of the two radiuses r1 and r2.
  241. * So it would be like: sqrt((x1-x2)^2+(y1-y2)^2) < r1+r2.
  242. * However we can avoid computing the sqrt (which is slow) by
  243. * squaring the second term and removing the square root, making
  244. * the comparison like this:
  245. *
  246. * (x1-x2)^2+(y1-y2)^2 < (r1+r2)^2. */
  247. float dx = (x1-x2)*factor;
  248. float dy = (y1-y2)*factor;
  249. float rsum = r1+r2;
  250. return dx*dx+dy*dy < rsum*rsum;
  251. }
  252. /* Create a new bullet headed in the same direction of the ship. */
  253. void ship_fire_bullet(AsteroidsApp *app) {
  254. if (app->bullets_num == MAXBUL) return;
  255. Bullet *b = &app->bullets[app->bullets_num];
  256. b->x = app->ship.x;
  257. b->y = app->ship.y;
  258. b->vx = -sin(app->ship.rot);
  259. b->vy = cos(app->ship.rot);
  260. /* Ship should fire from its head, not in the middle. */
  261. b->x += b->vx*5;
  262. b->y += b->vy*5;
  263. /* Give the bullet some velocity (for now the vector is just
  264. * normalized to 1). */
  265. b->vx *= 2;
  266. b->vy *= 2;
  267. /* It's more realistic if we add the velocity vector of the
  268. * ship, too. Otherwise if the ship is going fast the bullets
  269. * will be slower, which is not how the world works. */
  270. b->vx += app->ship.vx;
  271. b->vy += app->ship.vy;
  272. b->ttl = 50; /* The bullet will disappear after N ticks. */
  273. app->bullets_num++;
  274. }
  275. /* Remove the specified bullet by id (index in the array). */
  276. void remove_bullet(AsteroidsApp *app, int bid) {
  277. /* Replace the top bullet with the empty space left
  278. * by the removal of this bullet. This way we always take the
  279. * array dense, which is an advantage when looping. */
  280. int n = --app->bullets_num;
  281. if (n && bid != n) app->bullets[bid] = app->bullets[n];
  282. }
  283. /* Create a new asteroid, away from the ship. Return the
  284. * pointer to the asteroid object, so that the caller can change
  285. * certain things of the asteroid if needed. */
  286. Asteroid *add_asteroid(AsteroidsApp *app) {
  287. if (app->asteroids_num == MAXAST) return NULL;
  288. float size = 4+rand()%15;
  289. float min_distance = 20;
  290. float x,y;
  291. do {
  292. x = rand() % SCREEN_XRES;
  293. y = rand() % SCREEN_YRES;
  294. } while(distance(app->ship.x,app->ship.y,x,y) < min_distance+size);
  295. Asteroid *a = &app->asteroids[app->asteroids_num++];
  296. a->x = x;
  297. a->y = y;
  298. a->vx = 2*(-.5 + ((float)rand()/RAND_MAX));
  299. a->vy = 2*(-.5 + ((float)rand()/RAND_MAX));
  300. a->size = size;
  301. a->rot = 0;
  302. a->rot_speed = ((float)rand()/RAND_MAX)/10;
  303. if (app->ticks & 1) a->rot_speed = -(a->rot_speed);
  304. a->shape_seed = rand() & 255;
  305. return a;
  306. }
  307. /* Remove the specified asteroid by id (index in the array). */
  308. void remove_asteroid(AsteroidsApp *app, int id) {
  309. /* Replace the top asteroid with the empty space left
  310. * by the removal of this one. This way we always take the
  311. * array dense, which is an advantage when looping. */
  312. int n = --app->asteroids_num;
  313. if (n && id != n) app->asteroids[id] = app->asteroids[n];
  314. }
  315. /* Called when an asteroid was reached by a bullet. The asteroid
  316. * hit is the one with the specified 'id'. */
  317. void asteroid_was_hit(AsteroidsApp *app, int id) {
  318. float sizelimit = 6; // Smaller than that polverize in one shot.
  319. Asteroid *a = &app->asteroids[id];
  320. /* Asteroid is large enough to break into fragments. */
  321. float size = a->size;
  322. float x = a->x, y = a->y;
  323. remove_asteroid(app,id);
  324. if (size > sizelimit) {
  325. int max_fragments = size / sizelimit;
  326. int fragments = 2+rand()%max_fragments;
  327. float newsize = size/fragments;
  328. if (newsize < 2) newsize = 2;
  329. for (int j = 0; j < fragments; j++) {
  330. a = add_asteroid(app);
  331. if (a == NULL) break; // Too many asteroids on screen.
  332. a->x = x + -(size/2) + rand() % (int)newsize;
  333. a->y = y + -(size/2) + rand() % (int)newsize;
  334. a->size = newsize;
  335. }
  336. } else {
  337. app->score++;
  338. }
  339. }
  340. /* Set gameover state. When in game-over mode, the game displays a gameover
  341. * text with a background of many asteroids floating around. */
  342. void game_over(AsteroidsApp *app) {
  343. restart_game_after_gameover(app);
  344. app->gameover = true;
  345. int asteroids = 8;
  346. while(asteroids-- && add_asteroid(app) != NULL);
  347. }
  348. /* Function called when a collision between the asteroid and the
  349. * ship is detected. */
  350. void ship_was_hit(AsteroidsApp *app) {
  351. app->ship_hit = SHIP_HIT_ANIMATION_LEN;
  352. if (app->lives) {
  353. app->lives--;
  354. } else {
  355. game_over(app);
  356. }
  357. }
  358. /* Restart game after the ship is hit. Will reset the ship position, bullets
  359. * and asteroids to restart the game. */
  360. void restart_game(AsteroidsApp *app) {
  361. app->ship.x = SCREEN_XRES / 2;
  362. app->ship.y = SCREEN_YRES / 2;
  363. app->ship.rot = PI; /* Start headed towards top. */
  364. app->ship.vx = 0;
  365. app->ship.vy = 0;
  366. app->bullets_num = 0;
  367. app->last_bullet_tick = 0;
  368. app->asteroids_num = 0;
  369. }
  370. /* Called after gameover to restart the game. This function
  371. * also calls restart_game(). */
  372. void restart_game_after_gameover(AsteroidsApp *app) {
  373. app->gameover = false;
  374. app->ticks = 0;
  375. app->score = 0;
  376. app->ship_hit = 0;
  377. app->lives = GAME_START_LIVES;
  378. restart_game(app);
  379. }
  380. /* Move bullets. */
  381. void update_bullets_position(AsteroidsApp *app) {
  382. for (int j = 0; j < app->bullets_num; j++) {
  383. update_pos_by_velocity(&app->bullets[j].x,&app->bullets[j].y,
  384. app->bullets[j].vx,app->bullets[j].vy);
  385. if (--app->bullets[j].ttl == 0) {
  386. remove_bullet(app,j);
  387. j--; /* Process this bullet index again: the removal will
  388. fill it with the top bullet to take the array dense. */
  389. }
  390. }
  391. }
  392. /* Move asteroids. */
  393. void update_asteroids_position(AsteroidsApp *app) {
  394. for (int j = 0; j < app->asteroids_num; j++) {
  395. update_pos_by_velocity(&app->asteroids[j].x,&app->asteroids[j].y,
  396. app->asteroids[j].vx,app->asteroids[j].vy);
  397. app->asteroids[j].rot += app->asteroids[j].rot_speed;
  398. if (app->asteroids[j].rot < 0) app->asteroids[j].rot = 2*PI;
  399. else if (app->asteroids[j].rot > 2*PI) app->asteroids[j].rot = 0;
  400. }
  401. }
  402. /* Collision detection and game state update based on collisions. */
  403. void detect_collisions(AsteroidsApp *app) {
  404. /* Detect collision between bullet and asteroid. */
  405. for (int j = 0; j < app->bullets_num; j++) {
  406. Bullet *b = &app->bullets[j];
  407. for (int i = 0; i < app->asteroids_num; i++) {
  408. Asteroid *a = &app->asteroids[i];
  409. if (objects_are_colliding(a->x, a->y, a->size,
  410. b->x, b->y, 1, 1))
  411. {
  412. asteroid_was_hit(app,i);
  413. remove_bullet(app,j);
  414. /* The bullet no longer exist. Break the loop.
  415. * However we want to start processing from the
  416. * same bullet index, since now it is used by
  417. * another bullet (see remove_bullet()). */
  418. j--; /* Scan this j value again. */
  419. break;
  420. }
  421. }
  422. }
  423. /* Detect collision between ship and asteroid. */
  424. for (int j = 0; j < app->asteroids_num; j++) {
  425. Asteroid *a = &app->asteroids[j];
  426. if (objects_are_colliding(a->x, a->y, a->size,
  427. app->ship.x, app->ship.y, 4, 1))
  428. {
  429. ship_was_hit(app);
  430. break;
  431. }
  432. }
  433. }
  434. /* This is the main game execution function, called 10 times for
  435. * second (with the Flipper screen latency, an higher FPS does not
  436. * make sense). In this function we update the position of objects based
  437. * on velocity. Detect collisions. Update the score and so forth.
  438. *
  439. * Each time this function is called, app->tick is incremented. */
  440. void game_tick(void *ctx) {
  441. AsteroidsApp *app = ctx;
  442. /* There are two special screens:
  443. *
  444. * 1. Ship was hit, we frozen the game as long as ship_hit isn't zero
  445. * again, and show an animation of a rotating ship. */
  446. if (app->ship_hit) {
  447. app->ship.rot += 0.5;
  448. app->ship_hit--;
  449. view_port_update(app->view_port);
  450. if (app->ship_hit == 0) {
  451. restart_game(app);
  452. }
  453. return;
  454. } else if (app->gameover) {
  455. /* 2. Game over. We need to update only background asteroids. In this
  456. * state the game just displays a GAME OVER text with the floating
  457. * asteroids in backgroud. */
  458. if (key_pressed_time(app,InputKeyOk) > 100) {
  459. restart_game_after_gameover(app);
  460. }
  461. update_asteroids_position(app);
  462. view_port_update(app->view_port);
  463. return;
  464. }
  465. /* Handle keypresses. */
  466. if (app->pressed[InputKeyLeft]) app->ship.rot -= .35;
  467. if (app->pressed[InputKeyRight]) app->ship.rot += .35;
  468. if (app->pressed[InputKeyOk]) {
  469. app->ship.vx -= 0.5*(float)sin(app->ship.rot);
  470. app->ship.vy += 0.5*(float)cos(app->ship.rot);
  471. }
  472. /* Fire a bullet if needed. app->fire is set in
  473. * asteroids_update_keypress_state() since depends on exact
  474. * pressure timing. */
  475. if (app->fire) {
  476. ship_fire_bullet(app);
  477. app->fire = false;
  478. }
  479. /* Update positions and detect collisions. */
  480. update_pos_by_velocity(&app->ship.x,&app->ship.y,app->ship.vx,app->ship.vy);
  481. update_bullets_position(app);
  482. update_asteroids_position(app);
  483. detect_collisions(app);
  484. /* From time to time, create a new asteroid. The more asteroids
  485. * already on the screen, the smaller probability of creating
  486. * a new one. */
  487. if (app->asteroids_num == 0 ||
  488. (random() % 5000) < (30/(1+app->asteroids_num)))
  489. {
  490. add_asteroid(app);
  491. }
  492. app->ticks++;
  493. view_port_update(app->view_port);
  494. }
  495. /* ======================== Flipper specific code =========================== */
  496. /* Here all we do is putting the events into the queue that will be handled
  497. * in the while() loop of the app entry point function. */
  498. void input_callback(InputEvent* input_event, void* ctx)
  499. {
  500. AsteroidsApp *app = ctx;
  501. furi_message_queue_put(app->event_queue,input_event,FuriWaitForever);
  502. }
  503. /* Allocate the application state and initialize a number of stuff.
  504. * This is called in the entry point to create the application state. */
  505. AsteroidsApp* asteroids_app_alloc() {
  506. AsteroidsApp *app = malloc(sizeof(AsteroidsApp));
  507. app->gui = furi_record_open(RECORD_GUI);
  508. app->view_port = view_port_alloc();
  509. view_port_draw_callback_set(app->view_port, render_callback, app);
  510. view_port_input_callback_set(app->view_port, input_callback, app);
  511. gui_add_view_port(app->gui, app->view_port, GuiLayerFullscreen);
  512. app->event_queue = furi_message_queue_alloc(8, sizeof(InputEvent));
  513. app->running = 1; /* Turns 0 when back is pressed. */
  514. restart_game_after_gameover(app);
  515. memset(app->pressed,0,sizeof(app->pressed));
  516. return app;
  517. }
  518. /* Free what the application allocated. It is not clear to me if the
  519. * Flipper OS, once the application exits, will be able to reclaim space
  520. * even if we forget to free something here. */
  521. void asteroids_app_free(AsteroidsApp *app) {
  522. furi_assert(app);
  523. // View related.
  524. view_port_enabled_set(app->view_port, false);
  525. gui_remove_view_port(app->gui, app->view_port);
  526. view_port_free(app->view_port);
  527. furi_record_close(RECORD_GUI);
  528. furi_message_queue_free(app->event_queue);
  529. app->gui = NULL;
  530. free(app);
  531. }
  532. /* Return the time in milliseconds the specified key is continuously
  533. * pressed. Or 0 if it is not pressed. */
  534. uint32_t key_pressed_time(AsteroidsApp *app, InputKey key) {
  535. return app->pressed[key] == 0 ? 0 :
  536. furi_get_tick() - app->pressed[key];
  537. }
  538. /* Handle keys interaction. */
  539. void asteroids_update_keypress_state(AsteroidsApp *app, InputEvent input) {
  540. if (input.type == InputTypePress) {
  541. app->pressed[input.key] = furi_get_tick();
  542. } else if (input.type == InputTypeRelease) {
  543. uint32_t dur = key_pressed_time(app,input.key);
  544. app->pressed[input.key] = 0;
  545. if (dur < 200 && input.key == InputKeyOk) app->fire = true;
  546. }
  547. }
  548. int32_t asteroids_app_entry(void* p) {
  549. UNUSED(p);
  550. AsteroidsApp *app = asteroids_app_alloc();
  551. /* Create a timer. We do data analysis in the callback. */
  552. FuriTimer *timer = furi_timer_alloc(game_tick, FuriTimerTypePeriodic, app);
  553. furi_timer_start(timer, furi_kernel_get_tick_frequency() / 10);
  554. /* This is the main event loop: here we get the events that are pushed
  555. * in the queue by input_callback(), and process them one after the
  556. * other. */
  557. InputEvent input;
  558. while(app->running) {
  559. FuriStatus qstat = furi_message_queue_get(app->event_queue, &input, 100);
  560. if (qstat == FuriStatusOk) {
  561. if (DEBUG_MSG) FURI_LOG_E(TAG, "Main Loop - Input: type %d key %u",
  562. input.type, input.key);
  563. /* Handle navigation here. Then handle view-specific inputs
  564. * in the view specific handling function. */
  565. if (input.type == InputTypeShort &&
  566. input.key == InputKeyBack)
  567. {
  568. app->running = 0;
  569. } else {
  570. asteroids_update_keypress_state(app,input);
  571. }
  572. } else {
  573. /* Useful to understand if the app is still alive when it
  574. * does not respond because of bugs. */
  575. if (DEBUG_MSG) {
  576. static int c = 0; c++;
  577. if (!(c % 20)) FURI_LOG_E(TAG, "Loop timeout");
  578. }
  579. }
  580. }
  581. furi_timer_free(timer);
  582. asteroids_app_free(app);
  583. return 0;
  584. }