jetpack.c 7.2 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. #define TAG "Jetpack Joyride"
  8. #define GRAVITY_BOOST -0.3
  9. #define GRAVITY_TICK 0.15
  10. #define SCIENTISTS_MAX 6
  11. #define COINS_MAX 25
  12. typedef struct
  13. {
  14. int x;
  15. int y;
  16. } POINT;
  17. typedef struct
  18. {
  19. float gravity;
  20. POINT point;
  21. IconAnimation *sprite;
  22. bool isBoosting;
  23. } BARRY;
  24. typedef struct
  25. {
  26. float gravity;
  27. POINT point;
  28. IconAnimation *sprite;
  29. } COIN;
  30. typedef struct
  31. {
  32. float gravity;
  33. POINT point;
  34. IconAnimation *sprite;
  35. } SCIENTIST;
  36. typedef enum
  37. {
  38. GameStateLife,
  39. GameStateGameOver,
  40. } State;
  41. typedef struct
  42. {
  43. int points;
  44. int distance;
  45. BARRY barry;
  46. SCIENTIST scientists[SCIENTISTS_MAX];
  47. COIN coins[COINS_MAX];
  48. State state;
  49. FuriMutex *mutex;
  50. } GameState;
  51. typedef enum
  52. {
  53. EventTypeTick,
  54. EventTypeKey,
  55. } EventType;
  56. typedef struct
  57. {
  58. EventType type;
  59. InputEvent input;
  60. } GameEvent;
  61. static void jetpack_game_random_coins(GameState *const game_state)
  62. {
  63. UNUSED(game_state);
  64. }
  65. static void jetpack_game_state_init(GameState *const game_state)
  66. {
  67. UNUSED(game_state);
  68. BARRY barry;
  69. barry.gravity = 0;
  70. barry.point.x = 64;
  71. barry.point.y = 32;
  72. barry.sprite = icon_animation_alloc(&A_barry);
  73. barry.isBoosting = false;
  74. icon_animation_start(barry.sprite);
  75. game_state->barry = barry;
  76. game_state->points = 0;
  77. game_state->distance = 0;
  78. game_state->state = GameStateLife;
  79. memset(game_state->scientists, 0, sizeof(game_state->scientists));
  80. memset(game_state->coins, 0, sizeof(game_state->coins));
  81. }
  82. static void jetpack_game_state_free(GameState *const game_state)
  83. {
  84. icon_animation_free(game_state->barry.sprite);
  85. free(game_state);
  86. }
  87. static void jetpack_game_tick(GameState *const game_state)
  88. {
  89. // Do jetpack things
  90. game_state->barry.gravity += GRAVITY_TICK;
  91. game_state->barry.point.y += game_state->barry.gravity;
  92. // Sprite height of Barry
  93. int sprite_height = 15;
  94. // Constrain barry's height within sprite_height and 64 - sprite_height
  95. if (game_state->barry.point.y > (64 - sprite_height))
  96. {
  97. game_state->barry.point.y = 64 - sprite_height;
  98. game_state->barry.gravity = 0; // stop upward momentum
  99. }
  100. else if (game_state->barry.point.y < 0)
  101. {
  102. game_state->barry.point.y = 0;
  103. game_state->barry.gravity = 0; // stop downward momentum
  104. }
  105. // spawn scientists and coins...
  106. jetpack_game_random_coins(game_state);
  107. if (game_state->barry.isBoosting)
  108. {
  109. game_state->barry.gravity += GRAVITY_BOOST;
  110. }
  111. }
  112. static void jetpack_game_render_callback(Canvas *const canvas, void *ctx)
  113. {
  114. furi_assert(ctx);
  115. const GameState *game_state = ctx;
  116. furi_mutex_acquire(game_state->mutex, FuriWaitForever);
  117. canvas_draw_frame(canvas, 0, 0, 128, 64);
  118. if (game_state->state == GameStateLife)
  119. {
  120. // Draw scene
  121. // Draw coins + scientists
  122. // Draw barry
  123. canvas_draw_icon_animation(
  124. canvas, game_state->barry.point.x, game_state->barry.point.y, game_state->barry.sprite);
  125. canvas_set_font(canvas, FontSecondary);
  126. char buffer[12];
  127. snprintf(buffer, sizeof(buffer), "Dist: %u", game_state->distance);
  128. canvas_draw_str_aligned(canvas, 100, 12, AlignCenter, AlignBottom, buffer);
  129. }
  130. if (game_state->state == GameStateGameOver)
  131. {
  132. // Show highscore
  133. }
  134. furi_mutex_release(game_state->mutex);
  135. }
  136. static void jetpack_game_input_callback(InputEvent *input_event, FuriMessageQueue *event_queue)
  137. {
  138. furi_assert(event_queue);
  139. GameEvent event = {.type = EventTypeKey, .input = *input_event};
  140. furi_message_queue_put(event_queue, &event, FuriWaitForever);
  141. }
  142. static void jetpack_game_update_timer_callback(FuriMessageQueue *event_queue)
  143. {
  144. furi_assert(event_queue);
  145. GameEvent event = {.type = EventTypeTick};
  146. furi_message_queue_put(event_queue, &event, 0);
  147. }
  148. int32_t jetpack_game_app(void *p)
  149. {
  150. UNUSED(p);
  151. int32_t return_code = 0;
  152. FuriMessageQueue *event_queue = furi_message_queue_alloc(8, sizeof(GameEvent));
  153. GameState *game_state = malloc(sizeof(GameState));
  154. jetpack_game_state_init(game_state);
  155. game_state->mutex = furi_mutex_alloc(FuriMutexTypeNormal);
  156. if (!game_state->mutex)
  157. {
  158. FURI_LOG_E(TAG, "cannot create mutex\r\n");
  159. return_code = 255;
  160. goto free_and_exit;
  161. }
  162. // Set system callbacks
  163. ViewPort *view_port = view_port_alloc();
  164. view_port_draw_callback_set(view_port, jetpack_game_render_callback, game_state);
  165. view_port_input_callback_set(view_port, jetpack_game_input_callback, event_queue);
  166. FuriTimer *timer =
  167. furi_timer_alloc(jetpack_game_update_timer_callback, FuriTimerTypePeriodic, event_queue);
  168. furi_timer_start(timer, furi_kernel_get_tick_frequency() / 25);
  169. // Open GUI and register view_port
  170. Gui *gui = furi_record_open(RECORD_GUI);
  171. gui_add_view_port(gui, view_port, GuiLayerFullscreen);
  172. GameEvent event;
  173. for (bool processing = true; processing;)
  174. {
  175. FuriStatus event_status = furi_message_queue_get(event_queue, &event, 100);
  176. furi_mutex_acquire(game_state->mutex, FuriWaitForever);
  177. if (event_status == FuriStatusOk)
  178. {
  179. // press events
  180. if (event.type == EventTypeKey)
  181. {
  182. if (event.input.type == InputTypeRelease && event.input.key == InputKeyOk)
  183. {
  184. game_state->barry.isBoosting = false;
  185. }
  186. if (event.input.type == InputTypePress)
  187. {
  188. switch (event.input.key)
  189. {
  190. case InputKeyUp:
  191. break;
  192. case InputKeyDown:
  193. break;
  194. case InputKeyRight:
  195. break;
  196. case InputKeyLeft:
  197. break;
  198. case InputKeyOk:
  199. if (game_state->state == GameStateGameOver)
  200. {
  201. jetpack_game_state_init(game_state);
  202. }
  203. if (game_state->state == GameStateLife)
  204. {
  205. // Do something
  206. game_state->barry.isBoosting = true;
  207. }
  208. break;
  209. case InputKeyBack:
  210. processing = false;
  211. break;
  212. default:
  213. break;
  214. }
  215. }
  216. }
  217. else if (event.type == EventTypeTick)
  218. {
  219. jetpack_game_tick(game_state);
  220. }
  221. }
  222. view_port_update(view_port);
  223. furi_mutex_release(game_state->mutex);
  224. }
  225. furi_timer_free(timer);
  226. view_port_enabled_set(view_port, false);
  227. gui_remove_view_port(gui, view_port);
  228. furi_record_close(RECORD_GUI);
  229. view_port_free(view_port);
  230. furi_mutex_free(game_state->mutex);
  231. free_and_exit:
  232. jetpack_game_state_free(game_state);
  233. furi_message_queue_free(event_queue);
  234. return return_code;
  235. }