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- #include <furi.h>
- #include <gui/gui.h>
- #include <input/input.h>
- #include <stdlib.h>
- #include <dolphin/dolphin.h>
- #include <notification/notification.h>
- #include <notification/notification_messages.h>
- typedef struct {
- // +-----x
- // |
- // |
- // y
- uint8_t x;
- uint8_t y;
- } Point;
- typedef enum {
- GameStateLife,
- GameStatePause,
- // https://melmagazine.com/en-us/story/snake-nokia-6110-oral-history-taneli-armanto
- // Armanto: While testing the early versions of the game, I noticed it was hard
- // to control the snake upon getting close to and edge but not crashing — especially
- // in the highest speed levels. I wanted the highest level to be as fast as I could
- // possibly make the device "run," but on the other hand, I wanted to be friendly
- // and help the player manage that level. Otherwise it might not be fun to play. So
- // I implemented a little delay. A few milliseconds of extra time right before
- // the player crashes, during which she can still change the directions. And if
- // she does, the game continues.
- GameStateLastChance,
- GameStateGameOver,
- } GameState;
- // Note: do not change without purpose. Current values are used in smart
- // orthogonality calculation in `snake_game_get_turn_snake`.
- typedef enum {
- DirectionUp,
- DirectionRight,
- DirectionDown,
- DirectionLeft,
- } Direction;
- #define MAX_SNAKE_LEN 15 * 31 //128 * 64 / 4
- #define x_back_symbol 50
- #define y_back_symbol 9
- typedef struct {
- FuriMutex* mutex;
- Point points[MAX_SNAKE_LEN];
- uint16_t len;
- Direction currentMovement;
- Direction nextMovement; // if backward of currentMovement, ignore
- Point fruit;
- GameState state;
- } SnakeState;
- typedef enum {
- EventTypeTick,
- EventTypeKey,
- } EventType;
- typedef struct {
- EventType type;
- InputEvent input;
- } SnakeEvent;
- const NotificationSequence sequence_fail = {
- &message_vibro_on,
- &message_note_ds4,
- &message_delay_10,
- &message_sound_off,
- &message_delay_10,
- &message_note_ds4,
- &message_delay_10,
- &message_sound_off,
- &message_delay_10,
- &message_note_ds4,
- &message_delay_10,
- &message_sound_off,
- &message_delay_10,
- &message_vibro_off,
- NULL,
- };
- const NotificationSequence sequence_eat = {
- &message_vibro_on,
- &message_note_c7,
- &message_delay_50,
- &message_sound_off,
- &message_vibro_off,
- NULL,
- };
- static void snake_game_render_callback(Canvas* const canvas, void* ctx) {
- furi_assert(ctx);
- const SnakeState* snake_state = ctx;
- furi_mutex_acquire(snake_state->mutex, FuriWaitForever);
- // Before the function is called, the state is set with the canvas_reset(canvas)
- // Frame
- canvas_draw_frame(canvas, 0, 0, 128, 64);
- // Fruit
- Point f = snake_state->fruit;
- f.x = f.x * 4 + 1;
- f.y = f.y * 4 + 1;
- canvas_draw_rframe(canvas, f.x, f.y, 6, 6, 2);
- canvas_draw_dot(canvas, f.x + 3, f.y - 1);
- canvas_draw_dot(canvas, f.x + 4, f.y - 2);
- //canvas_draw_dot(canvas,f.x+4,f.y-3);
- // Snake
- for(uint16_t i = 0; i < snake_state->len; i++) {
- Point p = snake_state->points[i];
- p.x = p.x * 4 + 2;
- p.y = p.y * 4 + 2;
- canvas_draw_box(canvas, p.x, p.y, 4, 4);
- if(i == 0) {
- canvas_set_color(canvas, ColorWhite);
- canvas_draw_box(canvas, p.x + 1, p.y + 1, 2, 2);
- canvas_set_color(canvas, ColorBlack);
- }
- }
- // Pause and GameOver banner
- if(snake_state->state == GameStatePause || snake_state->state == GameStateGameOver) {
- // Screen is 128x64 px
- canvas_set_color(canvas, ColorWhite);
- canvas_draw_box(canvas, 33, 19, 64, 26);
- canvas_set_color(canvas, ColorBlack);
- canvas_draw_frame(canvas, 34, 20, 62, 24);
- canvas_set_font(canvas, FontPrimary);
- if(snake_state->state == GameStateGameOver) {
- canvas_draw_str_aligned(canvas, 65, 31, AlignCenter, AlignBottom, "Game Over");
- }
- if(snake_state->state == GameStatePause) {
- canvas_draw_str_aligned(canvas, 65, 31, AlignCenter, AlignBottom, "Pause");
- }
- canvas_set_font(canvas, FontSecondary);
- char buffer[20];
- snprintf(buffer, sizeof(buffer), "Score: %u", snake_state->len - 7U);
- canvas_draw_str_aligned(canvas, 65, 41, AlignCenter, AlignBottom, buffer);
- // Painting "back"-symbol, Help message for Exit App, ProgressBar
- canvas_set_color(canvas, ColorWhite);
- canvas_draw_box(canvas, 25, 2, 81, 11);
- canvas_draw_box(canvas, 28, 54, 73, 9);
- canvas_set_color(canvas, ColorBlack);
- canvas_draw_str_aligned(
- canvas, 65, 10, AlignCenter, AlignBottom, "Hold to Exit App");
- snprintf(
- buffer, sizeof(buffer), "Complete: %-5.1f%%", (double)((snake_state->len - 7U) / 4.58));
- canvas_draw_str_aligned(canvas, 65, 62, AlignCenter, AlignBottom, buffer);
- {
- canvas_draw_dot(canvas, x_back_symbol + 0, y_back_symbol);
- canvas_draw_dot(canvas, x_back_symbol + 1, y_back_symbol);
- canvas_draw_dot(canvas, x_back_symbol + 2, y_back_symbol);
- canvas_draw_dot(canvas, x_back_symbol + 3, y_back_symbol);
- canvas_draw_dot(canvas, x_back_symbol + 4, y_back_symbol);
- canvas_draw_dot(canvas, x_back_symbol + 5, y_back_symbol - 1);
- canvas_draw_dot(canvas, x_back_symbol + 6, y_back_symbol - 2);
- canvas_draw_dot(canvas, x_back_symbol + 6, y_back_symbol - 3);
- canvas_draw_dot(canvas, x_back_symbol + 5, y_back_symbol - 4);
- canvas_draw_dot(canvas, x_back_symbol + 4, y_back_symbol - 5);
- canvas_draw_dot(canvas, x_back_symbol + 3, y_back_symbol - 5);
- canvas_draw_dot(canvas, x_back_symbol + 2, y_back_symbol - 5);
- canvas_draw_dot(canvas, x_back_symbol + 1, y_back_symbol - 5);
- canvas_draw_dot(canvas, x_back_symbol + 0, y_back_symbol - 5);
- canvas_draw_dot(canvas, x_back_symbol - 1, y_back_symbol - 5);
- canvas_draw_dot(canvas, x_back_symbol - 2, y_back_symbol - 5);
- canvas_draw_dot(canvas, x_back_symbol - 3, y_back_symbol - 5);
- canvas_draw_dot(canvas, x_back_symbol - 2, y_back_symbol - 6);
- canvas_draw_dot(canvas, x_back_symbol - 2, y_back_symbol - 4);
- canvas_draw_dot(canvas, x_back_symbol - 1, y_back_symbol - 6);
- canvas_draw_dot(canvas, x_back_symbol - 1, y_back_symbol - 4);
- canvas_draw_dot(canvas, x_back_symbol - 1, y_back_symbol - 7);
- canvas_draw_dot(canvas, x_back_symbol - 1, y_back_symbol - 3);
- }
- }
- furi_mutex_release(snake_state->mutex);
- }
- static void snake_game_input_callback(InputEvent* input_event, void* ctx) {
- FuriMessageQueue* event_queue = ctx;
- furi_assert(event_queue);
- SnakeEvent event = {.type = EventTypeKey, .input = *input_event};
- furi_message_queue_put(event_queue, &event, FuriWaitForever);
- }
- static void snake_game_update_timer_callback(void* ctx) {
- FuriMessageQueue* event_queue = ctx;
- furi_assert(event_queue);
- SnakeEvent event = {.type = EventTypeTick};
- furi_message_queue_put(event_queue, &event, 0);
- }
- static void snake_game_init_game(SnakeState* const snake_state) {
- Point p[] = {{8, 6}, {7, 6}, {6, 6}, {5, 6}, {4, 6}, {3, 6}, {2, 6}};
- memcpy(snake_state->points, p, sizeof(p)); //-V1086
- snake_state->len = 7;
- snake_state->currentMovement = DirectionRight;
- snake_state->nextMovement = DirectionRight;
- Point f = {18, 6};
- snake_state->fruit = f;
- snake_state->state = GameStateLife;
- }
- static Point snake_game_get_new_fruit(SnakeState const* const snake_state) {
- // 1 bit for each point on the playing field where the snake can turn
- // and where the fruit can appear
- uint16_t buffer[8];
- memset(buffer, 0, sizeof(buffer));
- uint8_t empty = 8 * 16;
- for(uint16_t i = 0; i < snake_state->len; i++) {
- Point p = snake_state->points[i];
- if(p.x % 2 != 0 || p.y % 2 != 0) {
- continue;
- }
- p.x /= 2;
- p.y /= 2;
- buffer[p.y] |= 1 << p.x;
- empty--;
- }
- // Bit set if snake use that playing field
- uint16_t newFruit = rand() % empty;
- // Skip random number of _empty_ fields
- for(uint8_t y = 0; y < 8; y++) {
- for(uint16_t x = 0, mask = 1; x < 16; x += 1, mask <<= 1) {
- if((buffer[y] & mask) == 0) {
- if(newFruit == 0) {
- Point p = {
- .x = x * 2,
- .y = y * 2,
- };
- return p;
- }
- newFruit--;
- }
- }
- }
- // We will never be here
- Point p = {0, 0};
- return p;
- }
- static bool snake_game_collision_with_frame(Point const next_step) {
- // if x == 0 && currentMovement == left then x - 1 == 255 ,
- // so check only x > right border
- return next_step.x > 30 || next_step.y > 14;
- }
- static bool
- snake_game_collision_with_tail(SnakeState const* const snake_state, Point const next_step) {
- for(uint16_t i = 0; i < snake_state->len; i++) {
- Point p = snake_state->points[i];
- if(p.x == next_step.x && p.y == next_step.y) {
- return true;
- }
- }
- return false;
- }
- static Direction snake_game_get_turn_snake(SnakeState const* const snake_state) {
- // Sum of two `Direction` lies between 0 and 6, odd values indicate orthogonality.
- bool is_orthogonal = (snake_state->currentMovement + snake_state->nextMovement) % 2 == 1;
- return is_orthogonal ? snake_state->nextMovement : snake_state->currentMovement;
- }
- static Point snake_game_get_next_step(SnakeState const* const snake_state) {
- Point next_step = snake_state->points[0];
- switch(snake_state->currentMovement) {
- // +-----x
- // |
- // |
- // y
- case DirectionUp:
- next_step.y--;
- break;
- case DirectionRight:
- next_step.x++;
- break;
- case DirectionDown:
- next_step.y++;
- break;
- case DirectionLeft:
- next_step.x--;
- break;
- }
- return next_step;
- }
- static void snake_game_move_snake(SnakeState* const snake_state, Point const next_step) {
- memmove(snake_state->points + 1, snake_state->points, snake_state->len * sizeof(Point));
- snake_state->points[0] = next_step;
- }
- static void
- snake_game_process_game_step(SnakeState* const snake_state, NotificationApp* notification) {
- if(snake_state->state == GameStateGameOver) {
- return;
- }
- snake_state->currentMovement = snake_game_get_turn_snake(snake_state);
- Point next_step = snake_game_get_next_step(snake_state);
- bool crush = snake_game_collision_with_frame(next_step);
- if(crush) {
- if(snake_state->state == GameStateLife) {
- snake_state->state = GameStateLastChance;
- return;
- } else if(snake_state->state == GameStateLastChance) {
- snake_state->state = GameStateGameOver;
- notification_message_block(notification, &sequence_fail);
- return;
- }
- } else {
- if(snake_state->state == GameStateLastChance) {
- snake_state->state = GameStateLife;
- }
- }
- crush = snake_game_collision_with_tail(snake_state, next_step);
- if(crush) {
- snake_state->state = GameStateGameOver;
- notification_message_block(notification, &sequence_fail);
- return;
- }
- bool eatFruit = (next_step.x == snake_state->fruit.x) && (next_step.y == snake_state->fruit.y);
- if(eatFruit) {
- snake_state->len++;
- if(snake_state->len >= MAX_SNAKE_LEN) {
- //You win!!!
- snake_state->state = GameStateGameOver;
- notification_message_block(notification, &sequence_fail);
- return;
- }
- }
- snake_game_move_snake(snake_state, next_step);
- if(eatFruit) {
- snake_state->fruit = snake_game_get_new_fruit(snake_state);
- notification_message(notification, &sequence_eat);
- notification_message(notification, &sequence_blink_red_100);
- }
- }
- int32_t snake_20_app(void* p) {
- UNUSED(p);
- FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(SnakeEvent));
- SnakeState* snake_state = malloc(sizeof(SnakeState));
- snake_game_init_game(snake_state);
- snake_state->mutex = furi_mutex_alloc(FuriMutexTypeNormal);
- if(!snake_state->mutex) {
- FURI_LOG_E("SnakeGame", "cannot create mutex\r\n");
- furi_message_queue_free(event_queue);
- free(snake_state);
- return 255;
- }
- ViewPort* view_port = view_port_alloc();
- view_port_draw_callback_set(view_port, snake_game_render_callback, snake_state);
- view_port_input_callback_set(view_port, snake_game_input_callback, event_queue);
- FuriTimer* timer =
- furi_timer_alloc(snake_game_update_timer_callback, FuriTimerTypePeriodic, event_queue);
- furi_timer_start(timer, furi_kernel_get_tick_frequency() / 4);
- // Open GUI and register view_port
- Gui* gui = furi_record_open(RECORD_GUI);
- gui_add_view_port(gui, view_port, GuiLayerFullscreen);
- NotificationApp* notification = furi_record_open(RECORD_NOTIFICATION);
- notification_message_block(notification, &sequence_display_backlight_enforce_on);
- dolphin_deed(DolphinDeedPluginGameStart);
- SnakeEvent event;
- for(bool processing = true; processing;) {
- FuriStatus event_status = furi_message_queue_get(event_queue, &event, 100);
- furi_mutex_acquire(snake_state->mutex, FuriWaitForever);
- if(event_status == FuriStatusOk) {
- if(event.type == EventTypeKey) {
- // press events
- if(event.input.type == InputTypePress) {
- switch(event.input.key) {
- case InputKeyUp:
- if(snake_state->state != GameStatePause) {
- snake_state->nextMovement = DirectionUp;
- }
- break;
- case InputKeyDown:
- if(snake_state->state != GameStatePause) {
- snake_state->nextMovement = DirectionDown;
- }
- break;
- case InputKeyRight:
- if(snake_state->state != GameStatePause) {
- snake_state->nextMovement = DirectionRight;
- }
- break;
- case InputKeyLeft:
- if(snake_state->state != GameStatePause) {
- snake_state->nextMovement = DirectionLeft;
- }
- break;
- case InputKeyOk:
- if(snake_state->state == GameStateGameOver) {
- snake_game_init_game(snake_state);
- }
- if(snake_state->state == GameStatePause) {
- furi_timer_start(timer, furi_kernel_get_tick_frequency() / 4);
- snake_state->state = GameStateLife;
- }
- break;
- case InputKeyBack:
- if(snake_state->state == GameStateLife) {
- furi_timer_stop(timer);
- snake_state->state = GameStatePause;
- break;
- }
- if(snake_state->state == GameStatePause) {
- furi_timer_start(timer, furi_kernel_get_tick_frequency() / 4);
- snake_state->state = GameStateLife;
- break;
- }
- if(snake_state->state == GameStateGameOver) {
- snake_game_init_game(snake_state);
- }
- default:
- break;
- }
- }
- //LongPress Events
- if(event.input.type == InputTypeLong) {
- switch(event.input.key) {
- case InputKeyUp:
- if(snake_state->state != GameStatePause) {
- snake_state->nextMovement = DirectionUp;
- furi_timer_start(timer, furi_kernel_get_tick_frequency() / 8);
- }
- break;
- case InputKeyDown:
- if(snake_state->state != GameStatePause) {
- snake_state->nextMovement = DirectionDown;
- furi_timer_start(timer, furi_kernel_get_tick_frequency() / 8);
- }
- break;
- case InputKeyRight:
- if(snake_state->state != GameStatePause) {
- snake_state->nextMovement = DirectionRight;
- furi_timer_start(timer, furi_kernel_get_tick_frequency() / 8);
- }
- break;
- case InputKeyLeft:
- if(snake_state->state != GameStatePause) {
- snake_state->nextMovement = DirectionLeft;
- furi_timer_start(timer, furi_kernel_get_tick_frequency() / 8);
- }
- break;
- case InputKeyBack:
- processing = false;
- break;
- default:
- break;
- }
- }
- //ReleaseKey Event
- if(event.input.type == InputTypeRelease) {
- if(snake_state->state != GameStatePause) {
- furi_timer_start(timer, furi_kernel_get_tick_frequency() / 4);
- }
- }
- } else if(event.type == EventTypeTick) {
- snake_game_process_game_step(snake_state, notification);
- }
- } else {
- // event timeout
- }
- furi_mutex_release(snake_state->mutex);
- view_port_update(view_port);
- }
- // Wait for all notifications to be played and return backlight to normal state
- notification_message_block(notification, &sequence_display_backlight_enforce_auto);
- furi_timer_free(timer);
- view_port_enabled_set(view_port, false);
- gui_remove_view_port(gui, view_port);
- furi_record_close(RECORD_GUI);
- furi_record_close(RECORD_NOTIFICATION);
- view_port_free(view_port);
- furi_message_queue_free(event_queue);
- furi_mutex_free(snake_state->mutex);
- free(snake_state);
- return 0;
- }
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