space.c 15 KB

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  1. #include <furi.h>
  2. #include <gui/gui.h>
  3. #include <input/input.h>
  4. #include <stdlib.h>
  5. #include <gui/elements.h>
  6. #include <furi_hal.h>
  7. #include <math.h>
  8. #include <yapinvaders_icons.h>
  9. #define PROJECTILES_MAX 10
  10. #define ENEMIES_MAX 12
  11. #define BARRIERS_MAX 5
  12. #define BARRIER_WIDTH 10
  13. #define BARRIER_HEIGHT 3
  14. #define PROJECTILE_WIDTH 4
  15. #define PROJECTILE_HEIGHT 8
  16. #define ENEMY_PROJECTILE_SPEED .5
  17. #define ENEMY_PROJECTILES_MAX 10
  18. int enemy_movement_direction = 1;
  19. int move_down_step = 0;
  20. int enemy_move_counter = 0;
  21. int enemy_move_threshold = 20;
  22. bool leftKeyPressed = false;
  23. bool rightKeyPressed = false;
  24. typedef struct { int x, y; } Point;
  25. typedef struct {
  26. Point position;
  27. } Player;
  28. typedef struct {
  29. Point position;
  30. bool active;
  31. } Projectile;
  32. typedef struct {
  33. Point position;
  34. bool active;
  35. } Enemy;
  36. typedef struct {
  37. Point position;
  38. bool active;
  39. } Barrier;
  40. typedef struct {
  41. Player player;
  42. Projectile projectiles[PROJECTILES_MAX];
  43. int projectiles_count;
  44. bool game_over;
  45. Enemy enemies[ENEMIES_MAX];
  46. int current_wave;
  47. bool waiting_for_restart;
  48. bool running;
  49. int score;
  50. Barrier barriers[BARRIERS_MAX];
  51. Projectile enemy_projectiles[ENEMY_PROJECTILES_MAX];
  52. int enemy_projectiles_count;
  53. } GameState;
  54. GameState game_state;
  55. void deactivate_all_enemies(GameState* state);
  56. void game_state_init(GameState* state) {
  57. state->player.position = (Point){64, 55};
  58. state->projectiles_count = 0;
  59. for(int i = 0; i < PROJECTILES_MAX; ++i) {
  60. state->projectiles[i].active = false;
  61. }
  62. for(int i = 0; i < BARRIERS_MAX; ++i) {
  63. state->barriers[i].position.x = 7 + i * (128 / BARRIERS_MAX);
  64. state->barriers[i].position.y = 50;
  65. state->barriers[i].active = true;
  66. }
  67. for(int p = 0; p < ENEMY_PROJECTILES_MAX; ++p) {
  68. if(state->enemy_projectiles[p].active) {
  69. state->enemy_projectiles[p].position.y += ENEMY_PROJECTILE_SPEED;
  70. if(state->enemy_projectiles[p].position.y > 128) {
  71. state->enemy_projectiles[p].active = false;
  72. state->enemy_projectiles_count--;
  73. }
  74. }
  75. }
  76. state->running = true;
  77. state->game_over = false;
  78. state->current_wave = 0;
  79. state->waiting_for_restart = false;
  80. state->score = 0;
  81. }
  82. void handle_input(GameState* state, InputEvent* input_event) {
  83. if(input_event->type == InputTypeShort) {
  84. switch(input_event->key) {
  85. case InputKeyLeft:
  86. state->player.position.x = (state->player.position.x - 1) < 0 ? 0 : state->player.position.x - 1;
  87. break;
  88. case InputKeyRight:
  89. state->player.position.x = (state->player.position.x + 1) > 124 ? 124 : state->player.position.x + 1;
  90. break;
  91. case InputKeyOk:
  92. if(state->projectiles_count < PROJECTILES_MAX) {
  93. for(int i = 0; i < PROJECTILES_MAX; ++i) {
  94. if(!state->projectiles[i].active) {
  95. state->projectiles[i].position = (Point){state->player.position.x, state->player.position.y};
  96. state->projectiles[i].active = true;
  97. state->projectiles_count++;
  98. break;
  99. }
  100. }
  101. }
  102. break;
  103. case InputKeyBack:
  104. state->game_over = true;
  105. break;
  106. default:
  107. break;
  108. }
  109. }
  110. }
  111. void initialize_enemies(GameState* state) {
  112. int rows = 2;
  113. int cols = ENEMIES_MAX / rows;
  114. int horizontalSpacing = 128 / cols;
  115. int verticalSpacing = 10;
  116. for(int i = 0; i < ENEMIES_MAX; ++i) {
  117. state->enemies[i].position.x = (i % cols) * horizontalSpacing + (horizontalSpacing / 2);
  118. state->enemies[i].position.y = (i / cols) * verticalSpacing + 10;
  119. state->enemies[i].active = true;
  120. }
  121. state->current_wave++;
  122. }
  123. void update_enemy_positions(GameState* state) {
  124. enemy_move_counter++;
  125. if(enemy_move_counter >= enemy_move_threshold) {
  126. bool changeDirection = false;
  127. int newDirection = enemy_movement_direction;
  128. for(int i = 0; i < ENEMIES_MAX; ++i) {
  129. if(state->enemies[i].active) {
  130. if ((state->enemies[i].position.x <= 0 && enemy_movement_direction < 0) ||
  131. (state->enemies[i].position.x >= 124 && enemy_movement_direction > 0)) {
  132. changeDirection = true;
  133. newDirection *= -1;
  134. break;
  135. }
  136. }
  137. }
  138. for(int i = 0; i < ENEMIES_MAX; ++i) {
  139. if(state->enemies[i].active) {
  140. if (!changeDirection) {
  141. state->enemies[i].position.x += enemy_movement_direction;
  142. }
  143. }
  144. }
  145. if (changeDirection) {
  146. for(int i = 0; i < ENEMIES_MAX; ++i) {
  147. if(state->enemies[i].active) {
  148. state->enemies[i].position.x += newDirection;
  149. state->enemies[i].position.y += 5;
  150. }
  151. }
  152. enemy_movement_direction = newDirection;
  153. }
  154. enemy_move_counter = 0;
  155. }
  156. }
  157. void enemy_shoot(GameState* state) {
  158. int activeEnemies[ENEMIES_MAX];
  159. int activeCount = 0;
  160. for(int e = 0; e < ENEMIES_MAX; ++e) {
  161. if(state->enemies[e].active) {
  162. activeEnemies[activeCount++] = e;
  163. }
  164. }
  165. if(activeCount > 0) {
  166. int chosenOne = activeEnemies[rand() % activeCount];
  167. for(int p = 0; p < ENEMY_PROJECTILES_MAX; ++p) {
  168. if(!state->enemy_projectiles[p].active) {
  169. state->enemy_projectiles[p].position = (Point){state->enemies[chosenOne].position.x + 5, state->enemies[chosenOne].position.y + 10}; // Assuming enemy size for adjustment
  170. state->enemy_projectiles[p].active = true;
  171. state->enemy_projectiles_count++;
  172. break;
  173. }
  174. }
  175. }
  176. }
  177. void handle_collisions(GameState* state) {
  178. int playerHitboxMargin = 2;
  179. for(int p = 0; p < PROJECTILES_MAX; ++p) {
  180. if(state->projectiles[p].active) {
  181. for(int e = 0; e < ENEMIES_MAX; ++e) {
  182. if(state->enemies[e].active) {
  183. int shiftedEnemyX = state->enemies[e].position.x + 2;
  184. if(abs(state->projectiles[p].position.x - shiftedEnemyX) < 5 &&
  185. abs(state->projectiles[p].position.y - state->enemies[e].position.y) < 5) {
  186. state->projectiles[p].active = false;
  187. state->enemies[e].active = false;
  188. state->projectiles_count--;
  189. state->score += 10;
  190. break;
  191. }
  192. }
  193. }
  194. }
  195. }
  196. for(int p = 0; p < PROJECTILES_MAX; ++p) {
  197. if(state->projectiles[p].active) {
  198. for(int b = 0; b < BARRIERS_MAX; ++b) {
  199. if(state->barriers[b].active &&
  200. abs(state->projectiles[p].position.x - state->barriers[b].position.x) < 3 &&
  201. abs(state->projectiles[p].position.y - state->barriers[b].position.y) < 3) {
  202. state->projectiles[p].active = false;
  203. state->barriers[b].active = false;
  204. break;
  205. }
  206. }
  207. }
  208. }
  209. for(int e = 0; e < ENEMIES_MAX; ++e) {
  210. if(state->enemies[e].active) {
  211. for(int b = 0; b < BARRIERS_MAX; ++b) {
  212. if(state->barriers[b].active &&
  213. abs(state->enemies[e].position.x - state->barriers[b].position.x) < 10 &&
  214. abs(state->enemies[e].position.y - state->barriers[b].position.y) < 10) {
  215. state->enemies[e].active = false;
  216. state->barriers[b].active = false;
  217. break;
  218. }
  219. }
  220. }
  221. }
  222. for(int p = 0; p < ENEMY_PROJECTILES_MAX; ++p) {
  223. if(state->enemy_projectiles[p].active) {
  224. int projectileCenterX = state->enemy_projectiles[p].position.x + 2;
  225. int projectileCenterY = state->enemy_projectiles[p].position.y + 4;
  226. int playerCenterX = state->player.position.x + 5;
  227. int playerCenterY = state->player.position.y + 5;
  228. if(abs(projectileCenterX - playerCenterX) < (5 - playerHitboxMargin) &&
  229. abs(projectileCenterY - playerCenterY) < (5 - playerHitboxMargin)) {
  230. deactivate_all_enemies(&game_state);
  231. state->game_over = true;
  232. state->enemy_projectiles[p].active = false;
  233. }
  234. }
  235. }
  236. for(int p = 0; p < ENEMY_PROJECTILES_MAX; ++p) {
  237. if(state->enemy_projectiles[p].active) {
  238. for(int b = 0; b < BARRIERS_MAX; ++b) {
  239. if(state->barriers[b].active &&
  240. abs(state->enemy_projectiles[p].position.x - state->barriers[b].position.x) < (BARRIER_WIDTH / 2 + PROJECTILE_WIDTH / 2) &&
  241. (state->enemy_projectiles[p].position.y + PROJECTILE_HEIGHT >= state->barriers[b].position.y) &&
  242. (state->enemy_projectiles[p].position.y <= state->barriers[b].position.y + BARRIER_HEIGHT)) {
  243. state->enemy_projectiles[p].active = false;
  244. break;
  245. }
  246. }
  247. }
  248. }
  249. }
  250. bool all_enemies_destroyed(GameState* state) {
  251. for(int i = 0; i < ENEMIES_MAX; ++i) {
  252. if(state->enemies[i].active) {
  253. return false;
  254. }
  255. }
  256. return true;
  257. }
  258. void render_game_over_screen(Canvas* canvas, GameState* state) {
  259. char score_msg[30];
  260. canvas_clear(canvas);
  261. canvas_set_font(canvas, FontSecondary);
  262. canvas_draw_str_aligned(canvas, 64, 8, AlignCenter, AlignCenter, "Game Over!");
  263. snprintf(score_msg, sizeof(score_msg), "Score: %d", state->score);
  264. canvas_draw_str_aligned(canvas, 64, 24, AlignCenter, AlignCenter, score_msg);
  265. canvas_draw_str_aligned(canvas, 64, 40, AlignCenter, AlignCenter, "Press OK to restart");
  266. }
  267. void deactivate_all_enemies(GameState* state) {
  268. for(int i = 0; i < ENEMIES_MAX; ++i) {
  269. state->enemies[i].active = false;
  270. }
  271. }
  272. void update_game_state(GameState* state) {
  273. static int shoot_counter = 0;
  274. for(int i = 0; i < PROJECTILES_MAX; ++i) {
  275. if(state->projectiles[i].active) {
  276. state->projectiles[i].position.y -= 2;
  277. if(state->projectiles[i].position.y < 0) {
  278. state->projectiles[i].active = false;
  279. state->projectiles_count--;
  280. }
  281. }
  282. }
  283. if(++shoot_counter >= 30) {
  284. enemy_shoot(state);
  285. shoot_counter = 0;
  286. }
  287. for(int i = 0; i < ENEMIES_MAX; ++i) {
  288. if(state->enemies[i].active) {
  289. if(abs(state->enemies[i].position.x - state->player.position.x) < 10 &&
  290. abs(state->enemies[i].position.y - state->player.position.y) < 10) {
  291. deactivate_all_enemies(state);
  292. state->game_over = true;
  293. return;
  294. }
  295. }
  296. }
  297. for(int p = 0; p < ENEMY_PROJECTILES_MAX; ++p) {
  298. if(state->enemy_projectiles[p].active) {
  299. state->enemy_projectiles[p].position.y += 2;
  300. if(state->enemy_projectiles[p].position.y > 128) {
  301. state->enemy_projectiles[p].active = false;
  302. state->enemy_projectiles_count--;
  303. }
  304. }
  305. }
  306. if(all_enemies_destroyed(state)) {
  307. initialize_enemies(state);
  308. }
  309. update_enemy_positions(state);
  310. handle_collisions(state);
  311. }
  312. void render_callback(Canvas* const canvas, void* ctx) {
  313. GameState* state = (GameState*)ctx;
  314. if (!canvas || !state) return;
  315. if(state->game_over) {
  316. render_game_over_screen(canvas, state);
  317. } else {
  318. canvas_clear(canvas);
  319. char score_text[30];
  320. snprintf(score_text, sizeof(score_text), "Score: %d", state->score);
  321. canvas_set_font(canvas, FontSecondary);
  322. canvas_draw_str_aligned(canvas, 64, 0, AlignCenter, AlignTop, score_text);
  323. canvas_draw_icon(canvas, state->player.position.x, state->player.position.y, &I_yapinvader);
  324. for(int i = 0; i < PROJECTILES_MAX; ++i) {
  325. if(state->projectiles[i].active) {
  326. canvas_draw_circle(canvas, state->projectiles[i].position.x, state->projectiles[i].position.y, 1);
  327. }
  328. }
  329. }
  330. for(int i = 0; i < ENEMIES_MAX; ++i) {
  331. if(state->enemies[i].active) {
  332. canvas_draw_icon(canvas, state->enemies[i].position.x, state->enemies[i].position.y, &I_yap);
  333. }
  334. }
  335. for(int i = 0; i < BARRIERS_MAX; ++i) {
  336. if(state->barriers[i].active) {
  337. canvas_draw_rbox(canvas, state->barriers[i].position.x, state->barriers[i].position.y, 10, 3, 1);
  338. }
  339. }
  340. for(int p = 0; p < ENEMY_PROJECTILES_MAX; ++p) {
  341. if(state->enemy_projectiles[p].active) {
  342. canvas_draw_rbox(canvas, state->enemy_projectiles[p].position.x - 1, state->enemy_projectiles[p].position.y - 4, 4, 8, 1);
  343. }
  344. }
  345. }
  346. static void input_callback(InputEvent* input_event, void* ctx) {
  347. GameState* state = (GameState*)ctx;
  348. if (!state) return;
  349. if (input_event->key == InputKeyBack && input_event->type == InputTypeShort) {
  350. state->running = false;
  351. return;
  352. }
  353. if (state->game_over) {
  354. if (input_event->key == InputKeyOk && input_event->type == InputTypeShort) {
  355. game_state_init(state);
  356. initialize_enemies(state);
  357. state->game_over = false;
  358. }
  359. } else {
  360. handle_input(state, input_event);
  361. }
  362. if (input_event->type == InputTypePress) {
  363. switch(input_event->key) {
  364. case InputKeyLeft:
  365. leftKeyPressed = true;
  366. break;
  367. case InputKeyRight:
  368. rightKeyPressed = true;
  369. break;
  370. default:
  371. break;
  372. }
  373. }
  374. if (input_event->type == InputTypeRelease) {
  375. switch(input_event->key) {
  376. case InputKeyLeft:
  377. leftKeyPressed = false;
  378. break;
  379. case InputKeyRight:
  380. rightKeyPressed = false;
  381. break;
  382. default:
  383. break;
  384. }
  385. }
  386. }
  387. void update_player_position(GameState* state) {
  388. if(leftKeyPressed) {
  389. state->player.position.x = (state->player.position.x - 1) > 0 ? state->player.position.x - 1 : 0;
  390. }
  391. if(rightKeyPressed) {
  392. state->player.position.x = (state->player.position.x + 1) < 124 ? state->player.position.x + 1 : 124;
  393. }
  394. }
  395. int32_t yapinvaders_app(void) {
  396. Gui* gui = furi_record_open(RECORD_GUI);
  397. ViewPort* view_port = view_port_alloc();
  398. view_port_draw_callback_set(view_port, render_callback, &game_state);
  399. view_port_input_callback_set(view_port, input_callback, &game_state);
  400. gui_add_view_port(gui, view_port, GuiLayerFullscreen);
  401. game_state_init(&game_state);
  402. initialize_enemies(&game_state);
  403. while (game_state.running) {
  404. if (game_state.game_over) {
  405. if (game_state.waiting_for_restart) {
  406. game_state_init(&game_state);
  407. initialize_enemies(&game_state);
  408. game_state.waiting_for_restart = false;
  409. }
  410. } else {
  411. update_player_position(&game_state);
  412. update_game_state(&game_state);
  413. view_port_update(view_port);
  414. }
  415. furi_delay_ms(30);
  416. }
  417. gui_remove_view_port(gui, view_port);
  418. view_port_free(view_port);
  419. furi_record_close(RECORD_GUI);
  420. return 0;
  421. }