roots_of_life_game.c 21 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/view.h>
  6. #include <notification/notification.h>
  7. #include <notification/notification_messages.h>
  8. #include "roots_of_life_game_icons.h"
  9. #define TAG "RootsOfLife"
  10. // Flipper
  11. #define FLIPPER_LCD_WIDTH 128
  12. #define FLIPPER_LCD_HEIGHT 64
  13. // General
  14. #define GROUND_HEIGHT 10
  15. #define CELL_SIZE 3
  16. #define FIELD_START_X 0
  17. #define FIELD_START_Y (GROUND_HEIGHT + 1)
  18. #define CELLS_X (FLIPPER_LCD_WIDTH / CELL_SIZE)
  19. #define CELLS_Y ((FLIPPER_LCD_HEIGHT - GROUND_HEIGHT) / CELL_SIZE)
  20. #define CELLS_TOTAL (CELLS_Y * CELLS_X)
  21. #define CELL(Y, X) (Y * CELLS_X + X)
  22. // Root Spawn
  23. #define ROOT_SIZE_X 7
  24. #define ROOT_SIZE_Y 7
  25. #define ROOT(Y, X) ((Y) * ROOT_SIZE_X + (X))
  26. #define SPAWN_DIRECTIONS 2
  27. #define GROW_STEPS 4
  28. #define GROW_SAME_DIRECTION_CHANCE 70
  29. #define RANDOM_GROW_ATTEMPTS 4
  30. #define RANDOM_GROW_CHANCE 50
  31. // UI
  32. #define BLINK_PERIOD 12
  33. #define BLINK_HIDE_FRAMES 5
  34. #define TREE_HEIGHT 10
  35. #define PICKUP_FREQUENCY 10
  36. // Game
  37. #define REROLLS_MAX 5
  38. #define SCORE_FACTOR 10
  39. #define PICKUPS_MIN 1
  40. #define PICKUPS_MAX 5
  41. #define PICKUPS_POINTS_FACTOR 10
  42. typedef enum { EventTypeTick, EventTypeKey } EventType;
  43. typedef enum {
  44. R_NONE = 0,
  45. R_UP = 0b1000,
  46. R_DOWN = 0b0100,
  47. R_LEFT = 0b0010,
  48. R_RIGHT = 0b0001
  49. } Direction;
  50. typedef enum { StageStart, StageRun, StageOver } GameStage;
  51. typedef struct {
  52. bool initialDraw;
  53. GameStage stage;
  54. int tick;
  55. bool* filledCells;
  56. char* cells;
  57. bool* pickups;
  58. int collectedPickups;
  59. bool* filledRootBase;
  60. char* rootBase;
  61. int rootSizeX;
  62. int rootSizeY;
  63. bool* filledRoot;
  64. char* root;
  65. int pX, pY;
  66. int rerolls;
  67. int score;
  68. FuriMutex* mutex;
  69. } GameState;
  70. typedef struct {
  71. EventType type;
  72. InputEvent input;
  73. } GameEvent;
  74. static Direction rand_dir() {
  75. int r = rand() % 4;
  76. return 1 << r;
  77. }
  78. static Direction reverse_dir(Direction dir) {
  79. switch(dir) {
  80. case R_UP:
  81. return R_DOWN;
  82. case R_DOWN:
  83. return R_UP;
  84. case R_LEFT:
  85. return R_RIGHT;
  86. case R_RIGHT:
  87. return R_LEFT;
  88. default:
  89. return R_NONE;
  90. }
  91. }
  92. static int rand_range(int min, int max) {
  93. return min + rand() % (max - min);
  94. }
  95. static bool rand_chance(int chance) {
  96. return (rand() % 100) < chance;
  97. }
  98. static bool has_intersection(char cellA, char cellB) {
  99. return cellA & cellB;
  100. }
  101. static int root_index(GameState* state, int y, int x) {
  102. return y * state->rootSizeX + x;
  103. }
  104. static void set_cell(GameState* state, int y, int x, char cellRoot) {
  105. int c = CELL(y, x);
  106. state->filledCells[c] = true;
  107. state->cells[c] = cellRoot;
  108. }
  109. static void game_state_init(GameState* state) {
  110. state->initialDraw = false;
  111. state->tick = 0;
  112. // Init field arrays
  113. state->filledCells = (bool*)malloc(CELLS_TOTAL * sizeof(bool));
  114. state->cells = (char*)malloc(CELLS_TOTAL * sizeof(char));
  115. state->pickups = (bool*)malloc(CELLS_TOTAL * sizeof(char));
  116. state->rootBase = (char*)malloc(ROOT_SIZE_X * ROOT_SIZE_Y * sizeof(char));
  117. state->filledRootBase = (bool*)malloc(ROOT_SIZE_X * ROOT_SIZE_Y * sizeof(bool));
  118. state->root = NULL;
  119. state->filledRoot = NULL;
  120. for(int i = 0; i < CELLS_TOTAL; i++) {
  121. state->filledCells[i] = false;
  122. state->cells[i] = R_NONE;
  123. state->pickups[i] = false;
  124. }
  125. }
  126. static void free_root(GameState* state) {
  127. if(state->root) free(state->root);
  128. if(state->filledRoot) free(state->filledRoot);
  129. }
  130. static void game_state_free(GameState* state) {
  131. free(state->filledCells);
  132. free(state->cells);
  133. free(state->pickups);
  134. free(state->rootBase);
  135. free(state->filledRootBase);
  136. free_root(state);
  137. }
  138. /*static bool has_root(GameState* state, int x, int y) {
  139. return x >= 0 && x < ROOT_SIZE_X && y >= 0 && y < ROOT_SIZE_Y &&
  140. state->filledRootBase[ROOT(y, x)];
  141. }*/
  142. static void generate_new_root(GameState* state) {
  143. for(int i = 0; i < ROOT_SIZE_X * ROOT_SIZE_Y; i++) {
  144. state->filledRootBase[i] = false;
  145. state->rootBase[i] = R_NONE;
  146. }
  147. int cX = ROOT_SIZE_X / 2;
  148. int cY = ROOT_SIZE_Y / 2;
  149. int c = ROOT(cY, cX);
  150. state->filledRootBase[c] = true;
  151. for(int i = 0; i < SPAWN_DIRECTIONS; i++) {
  152. int pX = cX, pY = cY;
  153. Direction oldDir = rand_dir();
  154. for(int g = 0; g < GROW_STEPS; g++) {
  155. Direction dir = rand_chance(GROW_SAME_DIRECTION_CHANCE) ? oldDir : rand_dir();
  156. oldDir = dir;
  157. int nX = pX - (dir & R_LEFT ? 1 : 0) + (dir & R_RIGHT ? 1 : 0);
  158. int nY = pY - (dir & R_UP ? 1 : 0) + (dir & R_DOWN ? 1 : 0);
  159. if(nX < 0 || nY < 0 || nX >= ROOT_SIZE_X || nY >= ROOT_SIZE_Y) continue;
  160. int n = ROOT(nY, nX);
  161. state->filledRootBase[n] = true;
  162. // Connect points
  163. int p = ROOT(pY, pX);
  164. state->rootBase[p] |= dir;
  165. state->rootBase[n] |= reverse_dir(dir);
  166. // Grow from new point
  167. pX = nX;
  168. pY = nY;
  169. }
  170. }
  171. for(int y = 0; y < ROOT_SIZE_Y; y++) {
  172. for(int x = 0; x < ROOT_SIZE_X; x++) {
  173. int c = ROOT(y, x);
  174. if(!state->filledRootBase[c]) continue;
  175. /*
  176. if(has_root(state, x - 1, y)) state->rootBase[c] |= R_LEFT;
  177. if(has_root(state, x + 1, y)) state->rootBase[c] |= R_RIGHT;
  178. if(has_root(state, x, y - 1)) state->rootBase[c] |= R_UP;
  179. if(has_root(state, x, y + 1)) state->rootBase[c] |= R_DOWN;
  180. */
  181. for(int r = 0; r < RANDOM_GROW_ATTEMPTS; r++) {
  182. if(!rand_chance(RANDOM_GROW_CHANCE)) continue;
  183. state->rootBase[c] |= rand_dir();
  184. }
  185. }
  186. }
  187. // Copy root to real root
  188. int minX = cX, maxX = cX, minY = cY, maxY = cY;
  189. for(int y = 0; y < ROOT_SIZE_Y; y++) {
  190. for(int x = 0; x < ROOT_SIZE_X; x++) {
  191. int r = ROOT(y, x);
  192. if(!state->filledRootBase[r]) continue;
  193. minX = MIN(minX, x);
  194. maxX = MAX(maxX, x);
  195. minY = MIN(minY, y);
  196. maxY = MAX(maxY, y);
  197. }
  198. }
  199. // Clone to real root
  200. state->rootSizeX = maxX - minX + 1;
  201. state->rootSizeY = maxY - minY + 1;
  202. free_root(state);
  203. state->root = (char*)malloc(state->rootSizeX * state->rootSizeY * sizeof(char));
  204. state->filledRoot = (bool*)malloc(state->rootSizeX * state->rootSizeY * sizeof(bool));
  205. for(int y = 0; y < state->rootSizeY; y++) {
  206. for(int x = 0; x < state->rootSizeX; x++) {
  207. int c = root_index(state, y, x);
  208. int r = ROOT(y + minY, x + minX);
  209. state->filledRoot[c] = state->filledRootBase[r];
  210. state->root[c] = state->rootBase[r];
  211. }
  212. }
  213. }
  214. static bool in_borders(int x, int y) {
  215. return x >= 0 && y >= 0 && x < CELLS_X && y < CELLS_Y;
  216. }
  217. static char get_cell(GameState* state, int x, int y) {
  218. if(!in_borders(x, y)) return R_NONE;
  219. return state->cells[CELL(y, x)];
  220. }
  221. static bool get_filled_cell(GameState* state, int x, int y) {
  222. if(!in_borders(x, y)) return false;
  223. return state->filledCells[CELL(y, x)];
  224. }
  225. static bool can_place_root(GameState* state) {
  226. bool hasConnection = false;
  227. for(int y = 0; y < state->rootSizeY; y++) {
  228. for(int x = 0; x < state->rootSizeX; x++) {
  229. int r = root_index(state, y, x);
  230. if(!state->filledRoot[r]) {
  231. continue;
  232. }
  233. char root = state->root[r];
  234. int rY = y + state->pY;
  235. int rX = x + state->pX;
  236. // Check if colliding
  237. if(get_filled_cell(state, rX, rY)) {
  238. char cell = get_cell(state, rX, rY);
  239. if(has_intersection(cell, root)) {
  240. return false;
  241. }
  242. hasConnection = true;
  243. }
  244. // Check neighbours
  245. hasConnection |= (root & R_RIGHT) && (get_cell(state, rX + 1, rY) & R_LEFT);
  246. hasConnection |= (root & R_LEFT) && (get_cell(state, rX - 1, rY) & R_RIGHT);
  247. hasConnection |= (root & R_UP) && (get_cell(state, rX, rY - 1) & R_DOWN);
  248. hasConnection |= (root & R_DOWN) && (get_cell(state, rX, rY + 1) & R_UP);
  249. }
  250. }
  251. return hasConnection;
  252. }
  253. static bool try_place_root(GameState* state) {
  254. if(!can_place_root(state)) return false;
  255. for(int y = 0; y < state->rootSizeY; y++) {
  256. for(int x = 0; x < state->rootSizeX; x++) {
  257. int r = root_index(state, y, x);
  258. if(!state->filledRoot[r]) continue;
  259. int rY = y + state->pY;
  260. int rX = x + state->pX;
  261. // Root may be out of borders in rare cases (after new cpawn changed its size), just ignore that part
  262. if(in_borders(rX, rY)) {
  263. int c = CELL(rY, rX);
  264. state->filledCells[c] = true;
  265. state->cells[c] |= state->root[r];
  266. }
  267. }
  268. }
  269. return true;
  270. }
  271. static void reset_level(GameState* state) {
  272. state->stage = StageStart;
  273. state->tick = 0;
  274. for(int i = 0; i < CELLS_TOTAL; i++) {
  275. state->filledCells[i] = false;
  276. state->cells[i] = R_NONE;
  277. }
  278. generate_new_root(state);
  279. // Starting cells
  280. int midX = CELLS_X / 2;
  281. set_cell(state, 0, midX, R_UP | R_DOWN);
  282. set_cell(state, 1, midX, R_UP | R_DOWN | R_LEFT | R_RIGHT);
  283. set_cell(state, 1, midX - 1, R_RIGHT | R_DOWN);
  284. set_cell(state, 1, midX + 1, R_LEFT | R_DOWN);
  285. set_cell(state, 2, midX, R_UP);
  286. state->pX = midX;
  287. state->pY = 4;
  288. state->rerolls = REROLLS_MAX;
  289. state->score = 0;
  290. state->collectedPickups = 0;
  291. for(int i = 0, n = rand_range(PICKUPS_MIN, PICKUPS_MAX); i < n; i++) {
  292. int x = rand_range(0, CELLS_X);
  293. int y = rand_range(0, CELLS_Y);
  294. state->pickups[CELL(y, x)] = true;
  295. }
  296. }
  297. static void recalculate_score(GameState* state) {
  298. int score = 0;
  299. for(int i = 0; i < CELLS_TOTAL; i++) {
  300. if(state->filledCells[i]) score++;
  301. }
  302. for(int i = 0; i < CELLS_TOTAL; i++) {
  303. if(!state->pickups[i] || !state->filledCells[i]) continue;
  304. state->pickups[i] = false;
  305. state->collectedPickups++;
  306. state->rerolls++;
  307. }
  308. state->score = (score + state->collectedPickups * PICKUPS_POINTS_FACTOR) * SCORE_FACTOR;
  309. }
  310. static void draw_root_cell(Canvas* canvas, char root, int y, int x, bool isHidden) {
  311. int posX = FIELD_START_X + x * CELL_SIZE + 1, posY = FIELD_START_Y + y * CELL_SIZE + 1;
  312. canvas_draw_dot(canvas, posX, posY);
  313. if(isHidden) {
  314. canvas_set_color(canvas, ColorXOR);
  315. }
  316. if(root & R_UP) canvas_draw_dot(canvas, posX, posY - 1);
  317. if(root & R_DOWN) canvas_draw_dot(canvas, posX, posY + 1);
  318. if(root & R_LEFT) canvas_draw_dot(canvas, posX - 1, posY);
  319. if(root & R_RIGHT) canvas_draw_dot(canvas, posX + 1, posY);
  320. if(isHidden) {
  321. canvas_set_color(canvas, ColorBlack);
  322. }
  323. }
  324. static void draw_placed_roots(Canvas* canvas, GameState* state) {
  325. for(int y = 0; y < CELLS_Y; y++) {
  326. for(int x = 0; x < CELLS_X; x++) {
  327. int c = CELL(y, x);
  328. if(!state->filledCells[c]) continue;
  329. draw_root_cell(canvas, state->cells[c], y, x, false);
  330. }
  331. }
  332. }
  333. static void draw_pickup(Canvas* canvas, GameState* state, int y, int x) {
  334. int posX = FIELD_START_X + x * CELL_SIZE + 1, posY = FIELD_START_Y + y * CELL_SIZE + 1;
  335. int stage = state->tick / PICKUP_FREQUENCY;
  336. if(stage++ % 4 < 3) canvas_draw_dot(canvas, posX + 1, posY);
  337. if(stage++ % 4 < 3) canvas_draw_dot(canvas, posX, posY + 1);
  338. if(stage++ % 4 < 3) canvas_draw_dot(canvas, posX - 1, posY);
  339. if(stage++ % 4 < 3) canvas_draw_dot(canvas, posX, posY - 1);
  340. }
  341. static void draw_pickups(Canvas* canvas, GameState* state) {
  342. for(int y = 0; y < CELLS_Y; y++) {
  343. for(int x = 0; x < CELLS_X; x++) {
  344. int c = CELL(y, x);
  345. if(!state->pickups[c]) continue;
  346. draw_pickup(canvas, state, y, x);
  347. }
  348. }
  349. }
  350. static void draw_active_root(Canvas* canvas, GameState* state) {
  351. bool isHidden = (state->tick % BLINK_PERIOD) < BLINK_HIDE_FRAMES;
  352. for(int y = 0; y < state->rootSizeY; y++) {
  353. for(int x = 0; x < state->rootSizeX; x++) {
  354. int c = root_index(state, y, x);
  355. if(!state->filledRoot[c]) continue;
  356. int realX = x + state->pX;
  357. int realY = y + state->pY;
  358. draw_root_cell(canvas, state->root[c], realY, realX, isHidden);
  359. }
  360. }
  361. }
  362. #if DRAW_DEBUG
  363. static void draw_generated_root(Canvas* canvas, GameState* state) {
  364. bool isHidden = (state->tick % BLINK_PERIOD) < BLINK_HIDE_FRAMES;
  365. for(int y = 0; y < ROOT_SIZE_Y; y++) {
  366. for(int x = 0; x < ROOT_SIZE_X; x++) {
  367. int c = ROOT(y, x);
  368. if(!state->filledRootBase[c]) continue;
  369. int realX = x + 1;
  370. int realY = y + 1;
  371. draw_root_cell(canvas, state->rootBase[c], realY, realX, isHidden);
  372. }
  373. }
  374. }
  375. #endif
  376. static void draw_ground(Canvas* canvas, GameState* state) {
  377. canvas_draw_line(canvas, 0, GROUND_HEIGHT, FLIPPER_LCD_WIDTH, GROUND_HEIGHT);
  378. UNUSED(state);
  379. }
  380. static void draw_tree(Canvas* canvas, GameState* state) {
  381. canvas_draw_icon(canvas, FLIPPER_LCD_WIDTH / 2 - 5, GROUND_HEIGHT - TREE_HEIGHT, &I_tree);
  382. UNUSED(state);
  383. }
  384. static void draw_placement(Canvas* canvas, GameState* state) {
  385. bool canPlace = can_place_root(state);
  386. canvas_draw_icon(canvas, FLIPPER_LCD_WIDTH - 10, 0, canPlace ? &I_place_ok : &I_place_error);
  387. }
  388. static void draw_rerolls(Canvas* canvas, GameState* state) {
  389. UNUSED(canvas);
  390. UNUSED(state);
  391. canvas_draw_icon(canvas, 0, 0, &I_root_reroll);
  392. // Ugh
  393. FuriString* tmp_string = furi_string_alloc();
  394. furi_string_printf(tmp_string, "%d", MAX(0, state->rerolls));
  395. canvas_draw_str(canvas, 11, 9, furi_string_get_cstr(tmp_string));
  396. furi_string_free(tmp_string);
  397. }
  398. static void draw_score(Canvas* canvas, GameState* state) {
  399. UNUSED(canvas);
  400. UNUSED(state);
  401. int x = FLIPPER_LCD_WIDTH / 2 + 15;
  402. canvas_draw_icon(canvas, x, 0, &I_score);
  403. // Ugh
  404. FuriString* tmp_string = furi_string_alloc();
  405. furi_string_printf(tmp_string, "%d", MAX(0, state->score));
  406. canvas_draw_str(canvas, x + 11, 9, furi_string_get_cstr(tmp_string));
  407. furi_string_free(tmp_string);
  408. }
  409. static void draw_gui(Canvas* canvas, GameState* state) {
  410. draw_ground(canvas, state);
  411. draw_tree(canvas, state);
  412. draw_placement(canvas, state);
  413. draw_rerolls(canvas, state);
  414. draw_score(canvas, state);
  415. }
  416. static void draw_center_box(Canvas* canvas, int w2, int h2, int margin) {
  417. int x = FLIPPER_LCD_WIDTH / 2 - w2;
  418. int y = FLIPPER_LCD_HEIGHT / 2 - h2;
  419. canvas_set_color(canvas, ColorWhite);
  420. canvas_draw_box(
  421. canvas, x - margin - 1, y - margin - 1, (w2 + margin + 1) * 2, (h2 + margin + 1) * 2);
  422. canvas_set_color(canvas, ColorBlack);
  423. canvas_draw_frame(canvas, x - margin, y - margin, (w2 + margin) * 2, (h2 + margin) * 2);
  424. }
  425. static void draw_start_ui(Canvas* canvas, GameState* state) {
  426. int w2 = 40;
  427. int margin = 3;
  428. int h2 = 10;
  429. draw_center_box(canvas, w2, h2, margin);
  430. int x = FLIPPER_LCD_WIDTH / 2 - w2;
  431. int y = FLIPPER_LCD_HEIGHT / 2 - h2;
  432. canvas_draw_str(canvas, x + 1, y + 9, " Grow your roots ");
  433. canvas_draw_str(canvas, x + 1, y + 18, "Press [OK] to start");
  434. UNUSED(state);
  435. }
  436. static void draw_end_ui(Canvas* canvas, GameState* state) {
  437. int w2 = 46;
  438. int margin = 3;
  439. int h2 = 15;
  440. draw_center_box(canvas, w2, h2, margin);
  441. int x = FLIPPER_LCD_WIDTH / 2 - w2;
  442. int y = FLIPPER_LCD_HEIGHT / 2 - h2;
  443. canvas_draw_str(canvas, x + 1, y + 9, " Game Over ");
  444. FuriString* tmp_string = furi_string_alloc();
  445. furi_string_printf(tmp_string, "You've got %d points", MAX(0, state->score));
  446. canvas_draw_str(canvas, x + 1, y + 19, furi_string_get_cstr(tmp_string));
  447. furi_string_free(tmp_string);
  448. canvas_draw_str(canvas, x + 2, y + 29, "Press [OK] to restart");
  449. int h = 13, w = 54;
  450. canvas_set_color(canvas, ColorWhite);
  451. canvas_draw_box(canvas, 0, FLIPPER_LCD_HEIGHT - h, w + 1, h + 1);
  452. canvas_set_color(canvas, ColorBlack);
  453. canvas_draw_frame(canvas, 0, FLIPPER_LCD_HEIGHT - h, w, h);
  454. canvas_draw_str(canvas, 2, FLIPPER_LCD_HEIGHT - 3, "by @Xorboo");
  455. UNUSED(state);
  456. }
  457. static void roots_draw_callback(Canvas* const canvas, void* ctx) {
  458. furi_assert(ctx);
  459. GameState* state = ctx;
  460. furi_mutex_acquire(state->mutex, FuriWaitForever);
  461. if(!state->initialDraw) {
  462. state->initialDraw = true;
  463. canvas_set_font(canvas, FontSecondary);
  464. reset_level(state);
  465. }
  466. state->tick++;
  467. draw_gui(canvas, state);
  468. draw_placed_roots(canvas, state);
  469. draw_pickups(canvas, state);
  470. switch(state->stage) {
  471. case StageStart:
  472. draw_start_ui(canvas, state);
  473. break;
  474. case StageRun:
  475. draw_active_root(canvas, state);
  476. #if DRAW_DEBUG
  477. draw_generated_root(canvas, state);
  478. #endif
  479. break;
  480. case StageOver:
  481. draw_end_ui(canvas, state);
  482. break;
  483. }
  484. furi_mutex_release(state->mutex);
  485. }
  486. static void roots_input_callback(InputEvent* input_event, void* ctx) {
  487. FuriMessageQueue* event_queue = ctx;
  488. furi_assert(event_queue);
  489. GameEvent event = {.type = EventTypeKey, .input = *input_event};
  490. furi_message_queue_put(event_queue, &event, FuriWaitForever);
  491. }
  492. static void roots_update_timer_callback(void* ctx) {
  493. FuriMessageQueue* event_queue = ctx;
  494. furi_assert(event_queue);
  495. GameEvent event = {.type = EventTypeTick};
  496. furi_message_queue_put(event_queue, &event, 0);
  497. }
  498. static void ProcessStartInput(GameState* state, InputKey key) {
  499. if(key == InputKeyOk) {
  500. state->stage = StageRun;
  501. }
  502. }
  503. static void ProcessRunInput(GameState* state, InputKey key) {
  504. switch(key) {
  505. case InputKeyRight:
  506. state->pX = MIN(state->pX + 1, CELLS_X - state->rootSizeX);
  507. break;
  508. case InputKeyLeft:
  509. state->pX = MAX(state->pX - 1, 0);
  510. break;
  511. case InputKeyUp:
  512. state->pY = MAX(state->pY - 1, 0);
  513. break;
  514. case InputKeyDown:
  515. state->pY = MIN(state->pY + 1, CELLS_Y - state->rootSizeY);
  516. break;
  517. case InputKeyOk: {
  518. bool rootPlaced = try_place_root(state);
  519. if(rootPlaced) {
  520. recalculate_score(state);
  521. generate_new_root(state);
  522. } else {
  523. state->rerolls--;
  524. if(state->rerolls >= 0) {
  525. generate_new_root(state);
  526. } else {
  527. state->stage = StageOver;
  528. }
  529. }
  530. break;
  531. }
  532. default:
  533. break;
  534. }
  535. }
  536. static void ProcessOverInput(GameState* state, InputKey key) {
  537. if(key == InputKeyOk) {
  538. state->stage = StageStart;
  539. reset_level(state);
  540. }
  541. }
  542. int32_t roots_of_life_game_app(void* p) {
  543. FURI_LOG_D(TAG, "Starting game...");
  544. UNUSED(p);
  545. int32_t return_code = 0;
  546. // Set random seed from interrR_UPts
  547. srand(DWT->CYCCNT);
  548. FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(GameEvent));
  549. GameState* state = malloc(sizeof(GameState));
  550. game_state_init(state);
  551. state->mutex = furi_mutex_alloc(FuriMutexTypeNormal);
  552. if(!state->mutex) {
  553. FURI_LOG_E(TAG, "Cannot create mutex\r\n");
  554. return_code = 255;
  555. goto free_and_exit;
  556. }
  557. // Set system callbacks
  558. ViewPort* view_port = view_port_alloc();
  559. view_port_draw_callback_set(view_port, roots_draw_callback, state);
  560. view_port_input_callback_set(view_port, roots_input_callback, event_queue);
  561. FuriTimer* timer =
  562. furi_timer_alloc(roots_update_timer_callback, FuriTimerTypePeriodic, event_queue);
  563. furi_timer_start(timer, furi_kernel_get_tick_frequency() / 22);
  564. // Open GUI and register view_port
  565. Gui* gui = furi_record_open(RECORD_GUI);
  566. gui_add_view_port(gui, view_port, GuiLayerFullscreen);
  567. FURI_LOG_D(TAG, "Entering game loop...");
  568. GameEvent event;
  569. for(bool processing = true; processing;) {
  570. FuriStatus event_status = furi_message_queue_get(event_queue, &event, 100);
  571. furi_mutex_acquire(state->mutex, FuriWaitForever);
  572. if(event_status == FuriStatusOk) {
  573. // Key events
  574. if(event.type == EventTypeKey) {
  575. //FURI_LOG_D(TAG, "Got key: %d", event.input.key);
  576. if(event.input.type == InputTypePress || event.input.type == InputTypeLong ||
  577. event.input.type == InputTypeRepeat) {
  578. if(event.input.key == InputKeyBack) {
  579. processing = false;
  580. }
  581. switch(state->stage) {
  582. case StageStart:
  583. ProcessStartInput(state, event.input.key);
  584. break;
  585. case StageRun:
  586. ProcessRunInput(state, event.input.key);
  587. break;
  588. case StageOver:
  589. ProcessOverInput(state, event.input.key);
  590. break;
  591. }
  592. }
  593. }
  594. }
  595. furi_mutex_release(state->mutex);
  596. view_port_update(view_port);
  597. }
  598. furi_timer_free(timer);
  599. view_port_enabled_set(view_port, false);
  600. gui_remove_view_port(gui, view_port);
  601. furi_record_close(RECORD_GUI);
  602. furi_record_close(RECORD_NOTIFICATION);
  603. view_port_free(view_port);
  604. furi_mutex_free(state->mutex);
  605. free_and_exit:
  606. //FURI_LOG_D(TAG, "Quitting game...");
  607. game_state_free(state);
  608. free(state);
  609. furi_message_queue_free(event_queue);
  610. return return_code;
  611. }