jetpack.c 11 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. #include <storage/storage.h>
  8. #include "includes/point.h"
  9. #include "includes/barry.h"
  10. #include "includes/scientist.h"
  11. #include "includes/particle.h"
  12. #include "includes/coin.h"
  13. #include "includes/missile.h"
  14. #include "includes/background_assets.h"
  15. #include "includes/game_state.h"
  16. #define TAG "Jetpack Joyride"
  17. #define SAVING_DIRECTORY "/ext/apps/Games"
  18. #define SAVING_FILENAME SAVING_DIRECTORY "/jetpack.save"
  19. static GameState* global_state;
  20. typedef enum {
  21. EventTypeTick,
  22. EventTypeKey,
  23. } EventType;
  24. typedef struct {
  25. EventType type;
  26. InputEvent input;
  27. } GameEvent;
  28. typedef struct {
  29. int max_distance;
  30. int max_score;
  31. } SaveGame;
  32. static SaveGame save_game;
  33. static bool storage_game_state_load() {
  34. Storage* storage = furi_record_open(RECORD_STORAGE);
  35. File* file = storage_file_alloc(storage);
  36. uint16_t bytes_readed = 0;
  37. if(storage_file_open(file, SAVING_FILENAME, FSAM_READ, FSOM_OPEN_EXISTING))
  38. bytes_readed = storage_file_read(file, &save_game, sizeof(SaveGame));
  39. storage_file_close(file);
  40. storage_file_free(file);
  41. furi_record_close(RECORD_STORAGE);
  42. return bytes_readed == sizeof(SaveGame);
  43. }
  44. static void storage_game_state_save() {
  45. Storage* storage = furi_record_open(RECORD_STORAGE);
  46. if(storage_common_stat(storage, SAVING_DIRECTORY, NULL) == FSE_NOT_EXIST) {
  47. if(!storage_simply_mkdir(storage, SAVING_DIRECTORY)) {
  48. return;
  49. }
  50. }
  51. File* file = storage_file_alloc(storage);
  52. if(storage_file_open(file, SAVING_FILENAME, FSAM_WRITE, FSOM_CREATE_ALWAYS)) {
  53. storage_file_write(file, &save_game, sizeof(SaveGame));
  54. }
  55. storage_file_close(file);
  56. storage_file_free(file);
  57. furi_record_close(RECORD_STORAGE);
  58. }
  59. void handle_death() {
  60. global_state->state = GameStateGameOver;
  61. if(global_state->distance > save_game.max_distance) {
  62. save_game.max_distance = global_state->distance;
  63. }
  64. if(global_state->points > save_game.max_score) {
  65. save_game.max_score = global_state->points;
  66. }
  67. storage_game_state_save();
  68. }
  69. static void jetpack_game_state_init(GameState* const game_state) {
  70. UNUSED(game_state);
  71. UNUSED(storage_game_state_save);
  72. BARRY barry;
  73. barry.gravity = 0;
  74. barry.point.x = 32 + 5;
  75. barry.point.y = 32;
  76. barry.isBoosting = false;
  77. GameSprites sprites;
  78. sprites.barry = icon_animation_alloc(&A_barry);
  79. sprites.barry_infill = &I_barry_infill;
  80. sprites.scientist_left = (&I_scientist_left);
  81. sprites.scientist_left_infill = (&I_scientist_left_infill);
  82. sprites.scientist_right = (&I_scientist_right);
  83. sprites.scientist_right_infill = (&I_scientist_right_infill);
  84. sprites.coin = (&I_coin);
  85. sprites.coin_infill = (&I_coin_infill);
  86. sprites.missile = icon_animation_alloc(&A_missile);
  87. sprites.missile_infill = &I_missile_infill;
  88. sprites.alert = icon_animation_alloc(&A_alert);
  89. icon_animation_start(sprites.barry);
  90. icon_animation_start(sprites.missile);
  91. icon_animation_start(sprites.alert);
  92. game_state->barry = barry;
  93. game_state->points = 0;
  94. game_state->distance = 5000;
  95. game_state->sprites = sprites;
  96. game_state->state = GameStateLife;
  97. game_state->death_handler = handle_death;
  98. memset(game_state->bg_assets, 0, sizeof(game_state->bg_assets));
  99. memset(game_state->scientists, 0, sizeof(game_state->scientists));
  100. memset(game_state->coins, 0, sizeof(game_state->coins));
  101. memset(game_state->particles, 0, sizeof(game_state->particles));
  102. memset(game_state->missiles, 0, sizeof(game_state->missiles));
  103. }
  104. static void jetpack_game_state_free(GameState* const game_state) {
  105. icon_animation_free(game_state->sprites.barry);
  106. icon_animation_free(game_state->sprites.missile);
  107. icon_animation_free(game_state->sprites.alert);
  108. free(game_state);
  109. }
  110. static void jetpack_game_tick(GameState* const game_state) {
  111. if(game_state->state == GameStateGameOver) return;
  112. barry_tick(&game_state->barry);
  113. game_state_tick(game_state);
  114. coin_tick(game_state->coins, &game_state->barry, &game_state->points);
  115. particle_tick(game_state->particles, game_state->scientists, &game_state->points);
  116. scientist_tick(game_state->scientists);
  117. missile_tick(game_state->missiles, &game_state->barry, game_state->death_handler);
  118. background_assets_tick(game_state->bg_assets);
  119. // generate background every 64px aka. ticks
  120. if(game_state->distance % 64 == 0 && rand() % 3 == 0) {
  121. spawn_random_background_asset(game_state->bg_assets);
  122. }
  123. if(game_state->distance % 48 == 0 && rand() % 2 == 0) {
  124. spawn_random_coin(game_state->coins);
  125. }
  126. if(game_state->distance % get_rocket_spawn_distance(game_state->distance) == 0 &&
  127. rand() % 2 == 0) {
  128. spawn_random_missile(game_state->missiles);
  129. }
  130. spawn_random_scientist(game_state->scientists);
  131. if(game_state->barry.isBoosting) {
  132. spawn_random_particles(game_state->particles, &game_state->barry);
  133. }
  134. }
  135. static void jetpack_game_render_callback(Canvas* const canvas, void* ctx) {
  136. furi_assert(ctx);
  137. const GameState* game_state = ctx;
  138. furi_mutex_acquire(game_state->mutex, FuriWaitForever);
  139. if(game_state->state == GameStateLife) {
  140. canvas_set_bitmap_mode(canvas, false);
  141. draw_background_assets(game_state->bg_assets, canvas, game_state->distance);
  142. canvas_set_bitmap_mode(canvas, true);
  143. draw_coins(game_state->coins, canvas, &game_state->sprites);
  144. draw_scientists(game_state->scientists, canvas, &game_state->sprites);
  145. draw_particles(game_state->particles, canvas);
  146. draw_missiles(game_state->missiles, canvas, &game_state->sprites);
  147. draw_barry(&game_state->barry, canvas, &game_state->sprites);
  148. canvas_set_color(canvas, ColorBlack);
  149. canvas_set_font(canvas, FontSecondary);
  150. char buffer[12];
  151. snprintf(buffer, sizeof(buffer), "Dist: %u", game_state->distance);
  152. canvas_draw_str_aligned(canvas, 123, 12, AlignRight, AlignBottom, buffer);
  153. snprintf(buffer, sizeof(buffer), "Score: %u", game_state->points);
  154. canvas_draw_str_aligned(canvas, 5, 12, AlignLeft, AlignBottom, buffer);
  155. }
  156. if(game_state->state == GameStateGameOver) {
  157. // Show highscore
  158. char buffer[12];
  159. snprintf(buffer, sizeof(buffer), "Dist: %u", game_state->distance);
  160. canvas_draw_str_aligned(canvas, 123, 12, AlignRight, AlignBottom, buffer);
  161. snprintf(buffer, sizeof(buffer), "Score: %u", game_state->points);
  162. canvas_draw_str_aligned(canvas, 5, 12, AlignLeft, AlignBottom, buffer);
  163. canvas_draw_str_aligned(canvas, 64, 34, AlignCenter, AlignCenter, "Highscore:");
  164. snprintf(buffer, sizeof(buffer), "Dist: %u", save_game.max_distance);
  165. canvas_draw_str_aligned(canvas, 123, 50, AlignRight, AlignBottom, buffer);
  166. snprintf(buffer, sizeof(buffer), "Score: %u", save_game.max_score);
  167. canvas_draw_str_aligned(canvas, 5, 50, AlignLeft, AlignBottom, buffer);
  168. // canvas_draw_str_aligned(canvas, 64, 32, AlignCenter, AlignCenter, "boom.");
  169. // if(furi_timer_is_running(game_state->timer)) {
  170. // furi_timer_start(game_state->timer, 0);
  171. // }
  172. }
  173. canvas_draw_frame(canvas, 0, 0, 128, 64);
  174. furi_mutex_release(game_state->mutex);
  175. }
  176. static void jetpack_game_input_callback(InputEvent* input_event, FuriMessageQueue* event_queue) {
  177. furi_assert(event_queue);
  178. GameEvent event = {.type = EventTypeKey, .input = *input_event};
  179. furi_message_queue_put(event_queue, &event, FuriWaitForever);
  180. }
  181. static void jetpack_game_update_timer_callback(FuriMessageQueue* event_queue) {
  182. furi_assert(event_queue);
  183. GameEvent event = {.type = EventTypeTick};
  184. furi_message_queue_put(event_queue, &event, 0);
  185. }
  186. int32_t jetpack_game_app(void* p) {
  187. UNUSED(p);
  188. int32_t return_code = 0;
  189. if(!storage_game_state_load()) {
  190. memset(&save_game, 0, sizeof(save_game));
  191. }
  192. FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(GameEvent));
  193. GameState* game_state = malloc(sizeof(GameState));
  194. global_state = game_state;
  195. jetpack_game_state_init(game_state);
  196. game_state->mutex = furi_mutex_alloc(FuriMutexTypeNormal);
  197. if(!game_state->mutex) {
  198. FURI_LOG_E(TAG, "cannot create mutex\r\n");
  199. return_code = 255;
  200. goto free_and_exit;
  201. }
  202. // Set system callbacks
  203. ViewPort* view_port = view_port_alloc();
  204. view_port_draw_callback_set(view_port, jetpack_game_render_callback, game_state);
  205. view_port_input_callback_set(view_port, jetpack_game_input_callback, event_queue);
  206. FuriTimer* timer =
  207. furi_timer_alloc(jetpack_game_update_timer_callback, FuriTimerTypePeriodic, event_queue);
  208. furi_timer_start(timer, furi_kernel_get_tick_frequency() / 25);
  209. game_state->timer = timer;
  210. // Open GUI and register view_port
  211. Gui* gui = furi_record_open(RECORD_GUI);
  212. gui_add_view_port(gui, view_port, GuiLayerFullscreen);
  213. GameEvent event;
  214. for(bool processing = true; processing;) {
  215. FuriStatus event_status = furi_message_queue_get(event_queue, &event, 100);
  216. furi_mutex_acquire(game_state->mutex, FuriWaitForever);
  217. if(event_status == FuriStatusOk) {
  218. // press events
  219. if(event.type == EventTypeKey) {
  220. if(event.input.type == InputTypeRelease && event.input.key == InputKeyOk) {
  221. game_state->barry.isBoosting = false;
  222. }
  223. if(event.input.type == InputTypePress) {
  224. switch(event.input.key) {
  225. case InputKeyUp:
  226. break;
  227. case InputKeyDown:
  228. break;
  229. case InputKeyRight:
  230. break;
  231. case InputKeyLeft:
  232. break;
  233. case InputKeyOk:
  234. if(game_state->state == GameStateGameOver) {
  235. jetpack_game_state_init(game_state);
  236. }
  237. if(game_state->state == GameStateLife) {
  238. // Do something
  239. game_state->barry.isBoosting = true;
  240. }
  241. break;
  242. case InputKeyBack:
  243. processing = false;
  244. break;
  245. default:
  246. break;
  247. }
  248. }
  249. } else if(event.type == EventTypeTick) {
  250. jetpack_game_tick(game_state);
  251. }
  252. }
  253. view_port_update(view_port);
  254. furi_mutex_release(game_state->mutex);
  255. }
  256. furi_timer_free(timer);
  257. view_port_enabled_set(view_port, false);
  258. gui_remove_view_port(gui, view_port);
  259. furi_record_close(RECORD_GUI);
  260. view_port_free(view_port);
  261. furi_mutex_free(game_state->mutex);
  262. free_and_exit:
  263. jetpack_game_state_free(game_state);
  264. furi_message_queue_free(event_queue);
  265. return return_code;
  266. }