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- #include <furi.h>
- #include <gui/gui.h>
- #include <input/input.h>
- #include <stdlib.h>
- #include <math.h>
- #include <notification/notification.h>
- #include <notification/notification_messages.h>
- #define SCREEN_WIDTH 128
- #define SCREEN_HEIGHT 64
- #define PLAYER_INIT_LOCATION_X 20
- #define PLAYER_INIT_AIM 45
- #define PLAYER_INIT_POWER 50
- #define ENEMY_INIT_LOCATION_X 108
- #define TANK_BARREL_LENGTH 8
- #define GRAVITY_FORCE (double)0.5
- #define MIN_GROUND_HEIGHT 35
- #define MAX_GROUND_HEIGHT 55
- #define MAX_FIRE_POWER 100
- #define MIN_FIRE_POWER 0
- #define TANK_COLLIDER_SIZE 3
- #define MAX_WIND 10
- #define MAX_PLAYER_DIFF_X 20
- #define MAX_ENEMY_DIFF_X 20
- // That's a filthy workaround but sin(player.aimAngle) breaks it all... If you're able to fix it, please do create a PR!
- double scorched_tanks_sin[91] = {
- 0.000, -0.017, -0.035, -0.052, -0.070, -0.087, -0.105, -0.122, -0.139, -0.156, -0.174, -0.191,
- -0.208, -0.225, -0.242, -0.259, -0.276, -0.292, -0.309, -0.326, -0.342, -0.358, -0.375, -0.391,
- -0.407, -0.423, -0.438, -0.454, -0.469, -0.485, -0.500, -0.515, -0.530, -0.545, -0.559, -0.574,
- -0.588, -0.602, -0.616, -0.629, -0.643, -0.656, -0.669, -0.682, -0.695, -0.707, -0.719, -0.731,
- -0.743, -0.755, -0.766, -0.777, -0.788, -0.799, -0.809, -0.819, -0.829, -0.839, -0.848, -0.857,
- -0.866, -0.875, -0.883, -0.891, -0.899, -0.906, -0.914, -0.921, -0.927, -0.934, -0.940, -0.946,
- -0.951, -0.956, -0.961, -0.966, -0.970, -0.974, -0.978, -0.982, -0.985, -0.988, -0.990, -0.993,
- -0.995, -0.996, -0.998, -0.999, -0.999, -1.000, -1.000};
- double scorched_tanks_cos[91] = {
- 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,
- 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,
- 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,
- 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,
- 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,
- 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,
- 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};
- double scorched_tanks_tan[91] = {
- 0.000, -0.017, -0.035, -0.052, -0.070, -0.087, -0.105, -0.123, -0.141, -0.158, -0.176,
- -0.194, -0.213, -0.231, -0.249, -0.268, -0.287, -0.306, -0.325, -0.344, -0.364, -0.384,
- -0.404, -0.424, -0.445, -0.466, -0.488, -0.510, -0.532, -0.554, -0.577, -0.601, -0.625,
- -0.649, -0.674, -0.700, -0.727, -0.754, -0.781, -0.810, -0.839, -0.869, -0.900, -0.932,
- -0.966, -1.000, -1.036, -1.072, -1.111, -1.150, -1.192, -1.235, -1.280, -1.327, -1.376,
- -1.428, -1.483, -1.540, -1.600, -1.664, -1.732, -1.804, -1.881, -1.963, -2.050, -2.144,
- -2.246, -2.356, -2.475, -2.605, -2.747, -2.904, -3.078, -3.271, -3.487, -3.732, -4.011,
- -4.331, -4.704, -5.144, -5.671, -6.313, -7.115, -8.144, -9.513, -11.429, -14.298, -19.077,
- -28.627, -57.254, -90747.269};
- uint8_t scorched_tanks_ground_modifiers[SCREEN_WIDTH] = {
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 2, 4, 6, 8, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 28, 26, 24, 22, 20,
- 18, 16, 14, 12, 10, 8, 6, 4, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
- typedef struct {
- // +-----x
- // |
- // |
- // y
- uint8_t x;
- uint8_t y;
- } Point;
- typedef struct {
- // +-----x
- // |
- // |
- // y
- double x;
- double y;
- } PointDetailed;
- typedef struct {
- uint8_t locationX;
- uint8_t hp;
- int aimAngle;
- uint8_t firePower;
- } Tank;
- typedef struct {
- Point ground[SCREEN_WIDTH];
- Tank player;
- Tank enemy;
- bool isPlayerTurn;
- bool isShooting;
- int windSpeed;
- Point trajectory[SCREEN_WIDTH];
- uint8_t trajectoryAnimationStep;
- PointDetailed bulletPosition;
- PointDetailed bulletVector;
- FuriMutex* mutex;
- } Game;
- typedef enum {
- EventTypeTick,
- EventTypeKey,
- } EventType;
- typedef struct {
- EventType type;
- InputEvent input;
- } ScorchedTanksEvent;
- int scorched_tanks_random(int min, int max) {
- return min + rand() % ((max + 1) - min);
- }
- void scorched_tanks_generate_ground(Game* game_state) {
- int lastHeight = 45;
- for(uint8_t a = 0; a < SCREEN_WIDTH; a++) {
- int diffHeight = scorched_tanks_random(-2, 3);
- int changeLength = scorched_tanks_random(1, 6);
- if(diffHeight == 0) {
- changeLength = 1;
- }
- for(int b = 0; b < changeLength; b++) {
- if(a + b < SCREEN_WIDTH) {
- int index = a + b;
- int newPoint = lastHeight + diffHeight;
- newPoint = newPoint < MIN_GROUND_HEIGHT ? MIN_GROUND_HEIGHT : newPoint;
- newPoint = newPoint > MAX_GROUND_HEIGHT ? MAX_GROUND_HEIGHT : newPoint;
- game_state->ground[index].x = index;
- game_state->ground[index].y = newPoint - scorched_tanks_ground_modifiers[a];
- lastHeight = newPoint;
- } else {
- a += b;
- break;
- }
- }
- a += changeLength - 1;
- }
- }
- void scorched_tanks_init_game(Game* game_state) {
- game_state->player.locationX = PLAYER_INIT_LOCATION_X +
- scorched_tanks_random(0, MAX_PLAYER_DIFF_X) -
- MAX_PLAYER_DIFF_X / 2;
- game_state->player.aimAngle = PLAYER_INIT_AIM;
- game_state->player.firePower = PLAYER_INIT_POWER;
- game_state->enemy.aimAngle = PLAYER_INIT_AIM;
- game_state->enemy.firePower = PLAYER_INIT_POWER;
- game_state->enemy.locationX =
- ENEMY_INIT_LOCATION_X + scorched_tanks_random(0, MAX_ENEMY_DIFF_X) - MAX_ENEMY_DIFF_X / 2;
- game_state->isPlayerTurn = true;
- game_state->windSpeed = scorched_tanks_random(0, MAX_WIND);
- for(int x = 0; x < SCREEN_WIDTH; x++) {
- game_state->trajectory[x].x = 0;
- game_state->trajectory[x].y = 0;
- }
- scorched_tanks_generate_ground(game_state);
- }
- void scorched_tanks_calculate_trajectory(Game* game_state) {
- if(game_state->isShooting) {
- game_state->bulletVector.x += ((double)game_state->windSpeed - MAX_WIND / 2) / 40;
- game_state->bulletVector.y += GRAVITY_FORCE;
- game_state->bulletPosition.x += game_state->bulletVector.x;
- game_state->bulletPosition.y += game_state->bulletVector.y;
- int totalDistanceToEnemy = 100;
- if(game_state->isPlayerTurn) {
- double distanceToEnemyX = game_state->enemy.locationX - game_state->bulletPosition.x;
- double distanceToEnemyY = game_state->ground[game_state->enemy.locationX].y -
- TANK_COLLIDER_SIZE - game_state->bulletPosition.y;
- totalDistanceToEnemy =
- sqrt(distanceToEnemyX * distanceToEnemyX + distanceToEnemyY * distanceToEnemyY);
- } else {
- double distanceToEnemyX = game_state->player.locationX - game_state->bulletPosition.x;
- double distanceToEnemyY = game_state->ground[game_state->player.locationX].y -
- TANK_COLLIDER_SIZE - game_state->bulletPosition.y;
- totalDistanceToEnemy =
- sqrt(distanceToEnemyX * distanceToEnemyX + distanceToEnemyY * distanceToEnemyY);
- }
- if(totalDistanceToEnemy <= TANK_COLLIDER_SIZE) {
- game_state->isShooting = false;
- scorched_tanks_init_game(game_state);
- game_state->isPlayerTurn = !game_state->isPlayerTurn;
- return;
- }
- if(game_state->bulletPosition.x > SCREEN_WIDTH ||
- game_state->bulletPosition.y >
- game_state->ground[(int)round(game_state->bulletPosition.x)].y) {
- game_state->isShooting = false;
- game_state->bulletPosition.x = 0;
- game_state->bulletPosition.y = 0;
- game_state->windSpeed = scorched_tanks_random(0, MAX_WIND);
- game_state->isPlayerTurn = !game_state->isPlayerTurn;
- return;
- }
- if(game_state->bulletPosition.y > 0) {
- game_state->trajectory[game_state->trajectoryAnimationStep].x =
- round(game_state->bulletPosition.x);
- game_state->trajectory[game_state->trajectoryAnimationStep].y =
- round(game_state->bulletPosition.y);
- game_state->trajectoryAnimationStep++;
- }
- }
- }
- static void scorched_tanks_draw_tank(Canvas* const canvas, uint8_t x, uint8_t y, bool isPlayer) {
- uint8_t lineIndex = 0;
- if(isPlayer) {
- // Draw tank base
- canvas_draw_line(canvas, x - 3, y - lineIndex, x + 3, y - lineIndex);
- lineIndex++;
- canvas_draw_line(canvas, x - 4, y - lineIndex, x + 4, y - lineIndex);
- lineIndex++;
- canvas_draw_line(canvas, x - 4, y - lineIndex, x + 4, y - lineIndex);
- lineIndex++;
- // draw turret
- canvas_draw_line(canvas, x - 2, y - lineIndex, x + 1, y - lineIndex);
- lineIndex++;
- canvas_draw_line(canvas, x - 2, y - lineIndex, x, y - lineIndex);
- lineIndex++;
- } else {
- // Draw tank base
- canvas_draw_line(canvas, x - 3, y - lineIndex, x + 3, y - lineIndex);
- lineIndex++;
- canvas_draw_line(canvas, x - 4, y - lineIndex, x + 4, y - lineIndex);
- lineIndex++;
- canvas_draw_line(canvas, x - 4, y - lineIndex, x + 4, y - lineIndex);
- lineIndex++;
- // draw turret
- canvas_draw_line(canvas, x - 1, y - lineIndex, x + 2, y - lineIndex);
- lineIndex++;
- canvas_draw_line(canvas, x, y - lineIndex, x + 2, y - lineIndex);
- lineIndex++;
- }
- }
- static void scorched_tanks_render_callback(Canvas* const canvas, void* ctx) {
- furi_assert(ctx);
- const Game* game_state = ctx;
- furi_mutex_acquire(game_state->mutex, FuriWaitForever);
- canvas_draw_frame(canvas, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
- canvas_set_color(canvas, ColorBlack);
- if(game_state->isShooting) {
- canvas_draw_dot(canvas, game_state->bulletPosition.x, game_state->bulletPosition.y);
- }
- for(int a = 1; a < SCREEN_WIDTH; a++) {
- canvas_draw_line(
- canvas,
- game_state->ground[a - 1].x,
- game_state->ground[a - 1].y,
- game_state->ground[a].x,
- game_state->ground[a].y);
- if(game_state->trajectory[a].y != 0) {
- canvas_draw_dot(canvas, game_state->trajectory[a].x, game_state->trajectory[a].y);
- }
- }
- scorched_tanks_draw_tank(
- canvas,
- game_state->enemy.locationX,
- game_state->ground[game_state->enemy.locationX].y - TANK_COLLIDER_SIZE,
- true);
- scorched_tanks_draw_tank(
- canvas,
- game_state->player.locationX,
- game_state->ground[game_state->player.locationX].y - TANK_COLLIDER_SIZE,
- false);
- int aimX1 = 0;
- int aimY1 = 0;
- int aimX2 = 0;
- int aimY2 = 0;
- if(game_state->isPlayerTurn) {
- aimX1 = game_state->player.locationX;
- aimY1 = game_state->ground[game_state->player.locationX].y - TANK_COLLIDER_SIZE;
- double sinFromAngle = scorched_tanks_sin[game_state->player.aimAngle];
- double cosFromAngle = scorched_tanks_cos[game_state->player.aimAngle];
- aimX2 = aimX1 + TANK_BARREL_LENGTH * cosFromAngle;
- aimY2 = aimY1 + TANK_BARREL_LENGTH * sinFromAngle;
- aimX1 += 1;
- aimX2 += 1;
- } else {
- aimX1 = game_state->enemy.locationX;
- aimY1 = game_state->ground[game_state->enemy.locationX].y - TANK_COLLIDER_SIZE;
- double sinFromAngle = scorched_tanks_sin[game_state->enemy.aimAngle];
- double cosFromAngle = scorched_tanks_cos[game_state->enemy.aimAngle];
- aimX2 = aimX1 + TANK_BARREL_LENGTH * cosFromAngle;
- aimY2 = aimY1 + TANK_BARREL_LENGTH * sinFromAngle;
- aimX2 = aimX1 - (aimX2 - aimX1);
- aimX1 -= 1;
- aimX2 -= 1;
- }
- canvas_draw_line(canvas, aimX1, aimY1 - 3, aimX2, aimY2 - 3);
- canvas_set_font(canvas, FontSecondary);
- char buffer2[18];
- snprintf(buffer2, sizeof(buffer2), "wind: %i", game_state->windSpeed - MAX_WIND / 2);
- canvas_draw_str(canvas, 55, 10, buffer2);
- if(game_state->isPlayerTurn) {
- canvas_draw_str(canvas, 93, 10, "player1");
- char buffer[12];
- snprintf(buffer, sizeof(buffer), "a: %u", game_state->player.aimAngle);
- canvas_draw_str(canvas, 2, 10, buffer);
- snprintf(buffer, sizeof(buffer), "p: %u", game_state->player.firePower);
- canvas_draw_str(canvas, 27, 10, buffer);
- } else {
- canvas_draw_str(canvas, 93, 10, "player2");
- char buffer[12];
- snprintf(buffer, sizeof(buffer), "a: %u", game_state->enemy.aimAngle);
- canvas_draw_str(canvas, 2, 10, buffer);
- snprintf(buffer, sizeof(buffer), "p: %u", game_state->enemy.firePower);
- canvas_draw_str(canvas, 27, 10, buffer);
- }
- furi_mutex_release(game_state->mutex);
- }
- static void scorched_tanks_input_callback(InputEvent* input_event, FuriMessageQueue* event_queue) {
- furi_assert(event_queue);
- ScorchedTanksEvent event = {.type = EventTypeKey, .input = *input_event};
- furi_message_queue_put(event_queue, &event, FuriWaitForever);
- }
- static void scorched_tanks_update_timer_callback(FuriMessageQueue* event_queue) {
- furi_assert(event_queue);
- ScorchedTanksEvent event = {.type = EventTypeTick};
- furi_message_queue_put(event_queue, &event, 0);
- }
- static void scorched_tanks_increase_power(Game* game_state) {
- if(game_state->player.firePower < MAX_FIRE_POWER && !game_state->isShooting) {
- if(game_state->isPlayerTurn && game_state->player.firePower < MAX_FIRE_POWER) {
- game_state->player.firePower++;
- }
- if(!game_state->isPlayerTurn && game_state->enemy.firePower < MAX_FIRE_POWER) {
- game_state->enemy.firePower++;
- }
- }
- }
- static void scorched_tanks_decrease_power(Game* game_state) {
- if(game_state->player.firePower > MIN_FIRE_POWER && !game_state->isShooting) {
- if(game_state->isPlayerTurn && game_state->player.firePower > MIN_FIRE_POWER) {
- game_state->player.firePower--;
- }
- if(!game_state->isPlayerTurn && game_state->enemy.firePower > MIN_FIRE_POWER) {
- game_state->enemy.firePower--;
- }
- }
- }
- static void scorched_tanks_aim_up(Game* game_state) {
- if(!game_state->isShooting) {
- if(game_state->isPlayerTurn && game_state->player.aimAngle < 90) {
- game_state->player.aimAngle++;
- }
- if(!game_state->isPlayerTurn && game_state->enemy.aimAngle < 90) {
- game_state->enemy.aimAngle++;
- }
- }
- }
- static void scorched_tanks_aim_down(Game* game_state) {
- if(game_state->player.aimAngle > 0 && !game_state->isShooting) {
- if(game_state->isPlayerTurn) {
- game_state->player.aimAngle--;
- } else {
- game_state->enemy.aimAngle--;
- }
- }
- }
- const NotificationSequence sequence_long_vibro = {
- &message_vibro_on,
- &message_delay_500,
- &message_vibro_off,
- NULL,
- };
- static void scorched_tanks_fire(Game* game_state) {
- if(!game_state->isShooting) {
- if(game_state->isPlayerTurn) {
- double sinFromAngle = scorched_tanks_sin[game_state->player.aimAngle];
- double cosFromAngle = scorched_tanks_cos[game_state->player.aimAngle];
- uint8_t aimX1 = game_state->player.locationX;
- uint8_t aimY1 =
- game_state->ground[game_state->player.locationX].y - TANK_COLLIDER_SIZE;
- int aimX2 = aimX1 + TANK_BARREL_LENGTH * cosFromAngle;
- int aimY2 = aimY1 + TANK_BARREL_LENGTH * sinFromAngle;
- game_state->bulletPosition.x = aimX2;
- game_state->bulletPosition.y = aimY2;
- game_state->bulletVector.x = scorched_tanks_cos[game_state->player.aimAngle] *
- ((double)game_state->player.firePower / 10);
- game_state->bulletVector.y = scorched_tanks_sin[game_state->player.aimAngle] *
- ((double)game_state->player.firePower / 10);
- } else {
- double sinFromAngle = scorched_tanks_sin[game_state->enemy.aimAngle];
- double cosFromAngle = scorched_tanks_cos[game_state->enemy.aimAngle];
- uint8_t aimX1 = game_state->enemy.locationX;
- uint8_t aimY1 = game_state->ground[game_state->enemy.locationX].y - TANK_COLLIDER_SIZE;
- int aimX2 = aimX1 + TANK_BARREL_LENGTH * cosFromAngle;
- int aimY2 = aimY1 + TANK_BARREL_LENGTH * sinFromAngle;
- aimX2 = aimX1 - (aimX2 - aimX1);
- game_state->bulletPosition.x = aimX2;
- game_state->bulletPosition.y = aimY2;
- game_state->bulletVector.x = -scorched_tanks_cos[game_state->enemy.aimAngle] *
- ((double)game_state->enemy.firePower / 10);
- game_state->bulletVector.y = scorched_tanks_sin[game_state->enemy.aimAngle] *
- ((double)game_state->enemy.firePower / 10);
- }
- game_state->trajectoryAnimationStep = 0;
- for(int x = 0; x < SCREEN_WIDTH; x++) {
- game_state->trajectory[x].x = 0;
- game_state->trajectory[x].y = 0;
- }
- game_state->isShooting = true;
- NotificationApp* notification = furi_record_open("notification");
- notification_message(notification, &sequence_long_vibro);
- notification_message(notification, &sequence_blink_white_100);
- furi_record_close("notification");
- }
- }
- int32_t scorched_tanks_game_app(void* p) {
- UNUSED(p);
- srand(DWT->CYCCNT);
- FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(ScorchedTanksEvent));
- Game* game_state = malloc(sizeof(Game));
- scorched_tanks_init_game(game_state);
- game_state->mutex = furi_mutex_alloc(FuriMutexTypeNormal);
- if(!game_state->mutex) {
- FURI_LOG_E("ScorchedTanks", "cannot create mutex\r\n");
- furi_message_queue_free(event_queue);
- free(game_state);
- return 255;
- }
- ViewPort* view_port = view_port_alloc();
- view_port_draw_callback_set(view_port, scorched_tanks_render_callback, game_state);
- view_port_input_callback_set(view_port, scorched_tanks_input_callback, event_queue);
- FuriTimer* timer =
- furi_timer_alloc(scorched_tanks_update_timer_callback, FuriTimerTypePeriodic, event_queue);
- furi_timer_start(timer, 2000);
- // Open GUI and register view_port
- Gui* gui = furi_record_open(RECORD_GUI);
- gui_add_view_port(gui, view_port, GuiLayerFullscreen);
- ScorchedTanksEvent event;
- for(bool processing = true; processing;) {
- furi_message_queue_get(event_queue, &event, 50);
- furi_mutex_acquire(game_state->mutex, FuriWaitForever);
- if(event.type == EventTypeKey) { // && game->isPlayerTurn
- if(event.input.type == InputTypeRepeat || event.input.type == InputTypeShort) {
- switch(event.input.key) {
- case InputKeyUp:
- scorched_tanks_aim_up(game_state);
- break;
- case InputKeyDown:
- scorched_tanks_aim_down(game_state);
- break;
- case InputKeyRight:
- scorched_tanks_increase_power(game_state);
- break;
- case InputKeyLeft:
- scorched_tanks_decrease_power(game_state);
- break;
- case InputKeyOk:
- scorched_tanks_fire(game_state);
- break;
- case InputKeyBack:
- processing = false;
- break;
- default:
- break;
- }
- }
- } else if(event.type == EventTypeTick) {
- scorched_tanks_calculate_trajectory(game_state);
- }
- view_port_update(view_port);
- furi_mutex_release(game_state->mutex);
- }
- furi_timer_free(timer);
- view_port_enabled_set(view_port, false);
- gui_remove_view_port(gui, view_port);
- furi_record_close(RECORD_GUI);
- view_port_free(view_port);
- furi_message_queue_free(event_queue);
- furi_mutex_free(game_state->mutex);
- free(game_state);
- return 0;
- }
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