jetpack.c 7.8 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244
  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/game_state.h"
  14. #define TAG "Jetpack Joyride"
  15. typedef enum {
  16. EventTypeTick,
  17. EventTypeKey,
  18. } EventType;
  19. typedef struct {
  20. EventType type;
  21. InputEvent input;
  22. } GameEvent;
  23. static void jetpack_game_state_init(GameState* const game_state) {
  24. UNUSED(game_state);
  25. BARRY barry;
  26. barry.gravity = 0;
  27. barry.point.x = 32 + 5;
  28. barry.point.y = 32;
  29. barry.isBoosting = false;
  30. GameSprites sprites;
  31. sprites.barry = icon_animation_alloc(&A_barry);
  32. sprites.scientist = icon_animation_alloc(&A_scientist);
  33. sprites.missile = icon_animation_alloc(&A_missile);
  34. icon_animation_start(sprites.scientist);
  35. icon_animation_start(sprites.barry);
  36. icon_animation_start(sprites.missile);
  37. game_state->barry = barry;
  38. game_state->points = 0;
  39. game_state->distance = 0;
  40. game_state->sprites = sprites;
  41. game_state->state = GameStateLife;
  42. memset(game_state->scientists, 0, sizeof(game_state->scientists));
  43. memset(game_state->coins, 0, sizeof(game_state->coins));
  44. memset(game_state->particles, 0, sizeof(game_state->particles));
  45. }
  46. static void jetpack_game_state_free(GameState* const game_state) {
  47. icon_animation_free(game_state->sprites.barry);
  48. icon_animation_free(game_state->sprites.scientist);
  49. icon_animation_free(game_state->sprites.missile);
  50. free(game_state);
  51. }
  52. static void jetpack_game_tick(GameState* const game_state) {
  53. if(game_state->state == GameStateGameOver) return;
  54. barry_tick(&game_state->barry);
  55. game_state_tick(game_state);
  56. coin_tick(game_state->coins, &game_state->barry, &game_state->points);
  57. particle_tick(game_state->particles, game_state->scientists, &game_state->points);
  58. scientist_tick(game_state->scientists);
  59. missile_tick(game_state->missiles, &game_state->barry, &game_state->state);
  60. if((rand() % 100) < 1) {
  61. spawn_random_coin(game_state->coins);
  62. }
  63. if((rand() % 100) < 1) {
  64. spawn_random_missile(game_state->missiles);
  65. }
  66. spawn_random_scientist(game_state->scientists);
  67. if(game_state->barry.isBoosting) {
  68. spawn_random_particles(game_state->particles, &game_state->barry);
  69. }
  70. }
  71. static void jetpack_game_render_callback(Canvas* const canvas, void* ctx) {
  72. furi_assert(ctx);
  73. const GameState* game_state = ctx;
  74. furi_mutex_acquire(game_state->mutex, FuriWaitForever);
  75. if(game_state->state == GameStateLife) {
  76. // canvas_draw_box(canvas, 0, 0, 128, 32);
  77. // canvas_set_color(canvas, ColorXOR);
  78. canvas_set_bitmap_mode(canvas, true);
  79. draw_coins(game_state->coins, canvas);
  80. draw_scientists(game_state->scientists, canvas, &game_state->sprites);
  81. draw_particles(game_state->particles, canvas);
  82. draw_missiles(game_state->missiles, canvas, &game_state->sprites);
  83. draw_barry(&game_state->barry, canvas, &game_state->sprites);
  84. canvas_set_font(canvas, FontSecondary);
  85. char buffer[12];
  86. snprintf(buffer, sizeof(buffer), "Dist: %u", game_state->distance);
  87. canvas_draw_str_aligned(canvas, 123, 12, AlignRight, AlignBottom, buffer);
  88. snprintf(buffer, sizeof(buffer), "Score: %u", game_state->points);
  89. canvas_draw_str_aligned(canvas, 5, 12, AlignLeft, AlignBottom, buffer);
  90. }
  91. if(game_state->state == GameStateGameOver) {
  92. // Show highscore
  93. char buffer[12];
  94. snprintf(buffer, sizeof(buffer), "Dist: %u", game_state->distance);
  95. canvas_draw_str_aligned(canvas, 123, 12, AlignRight, AlignBottom, buffer);
  96. snprintf(buffer, sizeof(buffer), "Score: %u", game_state->points);
  97. canvas_draw_str_aligned(canvas, 5, 12, AlignLeft, AlignBottom, buffer);
  98. canvas_draw_str_aligned(canvas, 64, 32, AlignCenter, AlignCenter, "boom.");
  99. // if(furi_timer_is_running(game_state->timer)) {
  100. // furi_timer_start(game_state->timer, 0);
  101. // }
  102. }
  103. canvas_draw_frame(canvas, 0, 0, 128, 64);
  104. furi_mutex_release(game_state->mutex);
  105. }
  106. static void jetpack_game_input_callback(InputEvent* input_event, FuriMessageQueue* event_queue) {
  107. furi_assert(event_queue);
  108. GameEvent event = {.type = EventTypeKey, .input = *input_event};
  109. furi_message_queue_put(event_queue, &event, FuriWaitForever);
  110. }
  111. static void jetpack_game_update_timer_callback(FuriMessageQueue* event_queue) {
  112. furi_assert(event_queue);
  113. GameEvent event = {.type = EventTypeTick};
  114. furi_message_queue_put(event_queue, &event, 0);
  115. }
  116. int32_t jetpack_game_app(void* p) {
  117. UNUSED(p);
  118. int32_t return_code = 0;
  119. FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(GameEvent));
  120. GameState* game_state = malloc(sizeof(GameState));
  121. jetpack_game_state_init(game_state);
  122. game_state->mutex = furi_mutex_alloc(FuriMutexTypeNormal);
  123. if(!game_state->mutex) {
  124. FURI_LOG_E(TAG, "cannot create mutex\r\n");
  125. return_code = 255;
  126. goto free_and_exit;
  127. }
  128. // Set system callbacks
  129. ViewPort* view_port = view_port_alloc();
  130. view_port_draw_callback_set(view_port, jetpack_game_render_callback, game_state);
  131. view_port_input_callback_set(view_port, jetpack_game_input_callback, event_queue);
  132. FuriTimer* timer =
  133. furi_timer_alloc(jetpack_game_update_timer_callback, FuriTimerTypePeriodic, event_queue);
  134. furi_timer_start(timer, furi_kernel_get_tick_frequency() / 25);
  135. game_state->timer = timer;
  136. // Open GUI and register view_port
  137. Gui* gui = furi_record_open(RECORD_GUI);
  138. gui_add_view_port(gui, view_port, GuiLayerFullscreen);
  139. GameEvent event;
  140. for(bool processing = true; processing;) {
  141. FuriStatus event_status = furi_message_queue_get(event_queue, &event, 100);
  142. furi_mutex_acquire(game_state->mutex, FuriWaitForever);
  143. if(event_status == FuriStatusOk) {
  144. // press events
  145. if(event.type == EventTypeKey) {
  146. if(event.input.type == InputTypeRelease && event.input.key == InputKeyOk) {
  147. game_state->barry.isBoosting = false;
  148. }
  149. if(event.input.type == InputTypePress) {
  150. switch(event.input.key) {
  151. case InputKeyUp:
  152. break;
  153. case InputKeyDown:
  154. break;
  155. case InputKeyRight:
  156. break;
  157. case InputKeyLeft:
  158. break;
  159. case InputKeyOk:
  160. if(game_state->state == GameStateGameOver) {
  161. jetpack_game_state_init(game_state);
  162. }
  163. if(game_state->state == GameStateLife) {
  164. // Do something
  165. game_state->barry.isBoosting = true;
  166. }
  167. break;
  168. case InputKeyBack:
  169. processing = false;
  170. break;
  171. default:
  172. break;
  173. }
  174. }
  175. } else if(event.type == EventTypeTick) {
  176. jetpack_game_tick(game_state);
  177. }
  178. }
  179. view_port_update(view_port);
  180. furi_mutex_release(game_state->mutex);
  181. }
  182. furi_timer_free(timer);
  183. view_port_enabled_set(view_port, false);
  184. gui_remove_view_port(gui, view_port);
  185. furi_record_close(RECORD_GUI);
  186. view_port_free(view_port);
  187. furi_mutex_free(game_state->mutex);
  188. free_and_exit:
  189. jetpack_game_state_free(game_state);
  190. furi_message_queue_free(event_queue);
  191. return return_code;
  192. }