scorched_tanks_game_app.c 12 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 <math.h>
  6. #define SCREEN_WIDTH 128
  7. #define SCREEN_HEIGHT 64
  8. #define PLAYER_INIT_LOCATION_X 20
  9. #define PLAYER_INIT_AIM 45
  10. #define PLAYER_INIT_POWER 50
  11. #define ENEMY_INIT_LOCATION_X 108
  12. #define TANK_BARREL_LENGTH 8
  13. #define GRAVITY_FORCE 32
  14. #define MIN_GROUND_HEIGHT 35
  15. #define MAX_GROUND_HEIGHT 55
  16. #define MAX_FIRE_POWER 100
  17. #define MIN_FIRE_POWER 0
  18. // That's a filthy workaround but sin(player.aimAngle) breaks it all... If you're able to fix it, please do create a PR!
  19. double scorched_tanks_sin[91] = {
  20. 0.000, -0.017, -0.035, -0.052, -0.070, -0.087, -0.105, -0.122, -0.139, -0.156, -0.174, -0.191,
  21. -0.208, -0.225, -0.242, -0.259, -0.276, -0.292, -0.309, -0.326, -0.342, -0.358, -0.375, -0.391,
  22. -0.407, -0.423, -0.438, -0.454, -0.469, -0.485, -0.500, -0.515, -0.530, -0.545, -0.559, -0.574,
  23. -0.588, -0.602, -0.616, -0.629, -0.643, -0.656, -0.669, -0.682, -0.695, -0.707, -0.719, -0.731,
  24. -0.743, -0.755, -0.766, -0.777, -0.788, -0.799, -0.809, -0.819, -0.829, -0.839, -0.848, -0.857,
  25. -0.866, -0.875, -0.883, -0.891, -0.899, -0.906, -0.914, -0.921, -0.927, -0.934, -0.940, -0.946,
  26. -0.951, -0.956, -0.961, -0.966, -0.970, -0.974, -0.978, -0.982, -0.985, -0.988, -0.990, -0.993,
  27. -0.995, -0.996, -0.998, -0.999, -0.999, -1.000, -1.000};
  28. double scorched_tanks_cos[91] = {
  29. 1.000, 1.000, 0.999, 0.999, 0.998, 0.996, 0.995, 0.993, 0.990, 0.988, 0.985, 0.982, 0.978,
  30. 0.974, 0.970, 0.966, 0.961, 0.956, 0.951, 0.946, 0.940, 0.934, 0.927, 0.921, 0.914, 0.906,
  31. 0.899, 0.891, 0.883, 0.875, 0.866, 0.857, 0.848, 0.839, 0.829, 0.819, 0.809, 0.799, 0.788,
  32. 0.777, 0.766, 0.755, 0.743, 0.731, 0.719, 0.707, 0.695, 0.682, 0.669, 0.656, 0.643, 0.629,
  33. 0.616, 0.602, 0.588, 0.574, 0.559, 0.545, 0.530, 0.515, 0.500, 0.485, 0.469, 0.454, 0.438,
  34. 0.423, 0.407, 0.391, 0.375, 0.358, 0.342, 0.326, 0.309, 0.292, 0.276, 0.259, 0.242, 0.225,
  35. 0.208, 0.191, 0.174, 0.156, 0.139, 0.122, 0.105, 0.087, 0.070, 0.052, 0.035, 0.017, 0.000};
  36. double scorched_tanks_tan[91] = {
  37. 0.000, -0.017, -0.035, -0.052, -0.070, -0.087, -0.105, -0.123, -0.141, -0.158, -0.176,
  38. -0.194, -0.213, -0.231, -0.249, -0.268, -0.287, -0.306, -0.325, -0.344, -0.364, -0.384,
  39. -0.404, -0.424, -0.445, -0.466, -0.488, -0.510, -0.532, -0.554, -0.577, -0.601, -0.625,
  40. -0.649, -0.674, -0.700, -0.727, -0.754, -0.781, -0.810, -0.839, -0.869, -0.900, -0.932,
  41. -0.966, -1.000, -1.036, -1.072, -1.111, -1.150, -1.192, -1.235, -1.280, -1.327, -1.376,
  42. -1.428, -1.483, -1.540, -1.600, -1.664, -1.732, -1.804, -1.881, -1.963, -2.050, -2.144,
  43. -2.246, -2.356, -2.475, -2.605, -2.747, -2.904, -3.078, -3.271, -3.487, -3.732, -4.011,
  44. -4.331, -4.704, -5.144, -5.671, -6.313, -7.115, -8.144, -9.513, -11.429, -14.298, -19.077,
  45. -28.627, -57.254, -90747.269};
  46. typedef struct {
  47. // +-----x
  48. // |
  49. // |
  50. // y
  51. uint8_t x;
  52. uint8_t y;
  53. } Point;
  54. typedef struct {
  55. unsigned char locationX;
  56. unsigned char hp;
  57. int aimAngle;
  58. unsigned char firePower;
  59. bool isShooting;
  60. } Tank;
  61. typedef struct {
  62. Point ground[SCREEN_WIDTH];
  63. Tank player;
  64. Tank enemy;
  65. bool isPlayerTurn;
  66. unsigned char trajectoryY[SCREEN_WIDTH];
  67. unsigned char trajectoryAnimationStep;
  68. Point bulletPosition;
  69. } Game;
  70. typedef enum {
  71. EventTypeTick,
  72. EventTypeKey,
  73. } EventType;
  74. typedef struct {
  75. EventType type;
  76. InputEvent input;
  77. } ScorchedTanksEvent;
  78. int scorched_tanks_random(int min, int max) {
  79. return min + rand() % ((max + 1) - min);
  80. }
  81. void scorched_tanks_generate_ground(Game* game_state) {
  82. auto lastHeight = 45;
  83. for(unsigned char a = 0; a < SCREEN_WIDTH; a++) {
  84. auto diffHeight = scorched_tanks_random(-2, 3);
  85. auto changeLength = scorched_tanks_random(1, 6);
  86. if(diffHeight == 0) {
  87. changeLength = 1;
  88. }
  89. for(int b = 0; b < changeLength; b++) {
  90. if(a + b < SCREEN_WIDTH) {
  91. auto index = a + b;
  92. auto newPoint = lastHeight + diffHeight;
  93. newPoint = newPoint < MIN_GROUND_HEIGHT ? MIN_GROUND_HEIGHT : newPoint;
  94. newPoint = newPoint > MAX_GROUND_HEIGHT ? MAX_GROUND_HEIGHT : newPoint;
  95. game_state->ground[index].x = index;
  96. game_state->ground[index].y = newPoint;
  97. lastHeight = newPoint;
  98. } else {
  99. a += b;
  100. break;
  101. }
  102. }
  103. a += changeLength - 1;
  104. }
  105. }
  106. void scorched_tanks_calculate_trajectory(Game* game_state) {
  107. if(game_state->player.isShooting) {
  108. int x0 = game_state->player.locationX;
  109. int y0 = game_state->ground[game_state->player.locationX].y - 3;
  110. int v0 = game_state->player.firePower;
  111. int g = GRAVITY_FORCE;
  112. int angle = game_state->player.aimAngle;
  113. if(x0 + game_state->trajectoryAnimationStep > SCREEN_WIDTH ||
  114. game_state->bulletPosition.x > SCREEN_WIDTH ||
  115. game_state->bulletPosition.y > game_state->ground[game_state->bulletPosition.x].y) {
  116. game_state->player.isShooting = false;
  117. game_state->bulletPosition.x = 0;
  118. game_state->bulletPosition.y = 0;
  119. return;
  120. }
  121. auto x = game_state->trajectoryAnimationStep;
  122. auto y = y0 + x * scorched_tanks_tan[angle] -
  123. g * x * x / -(2 * v0 * v0 * scorched_tanks_cos[angle] * scorched_tanks_cos[angle]);
  124. x += x0;
  125. if(x % 4 == 0) {
  126. game_state->trajectoryY[x] = y;
  127. }
  128. game_state->bulletPosition.x = x;
  129. game_state->bulletPosition.y = y;
  130. game_state->trajectoryAnimationStep++;
  131. }
  132. }
  133. void scorched_tanks_init_game(Game* game_state) {
  134. game_state->player.locationX = PLAYER_INIT_LOCATION_X;
  135. game_state->player.aimAngle = PLAYER_INIT_AIM;
  136. game_state->player.firePower = PLAYER_INIT_POWER;
  137. game_state->enemy.locationX = ENEMY_INIT_LOCATION_X;
  138. scorched_tanks_generate_ground(game_state);
  139. }
  140. static void scorched_tanks_render_callback(Canvas* const canvas, void* ctx) {
  141. const Game* game_state = acquire_mutex((ValueMutex*)ctx, 25);
  142. if(game_state == NULL) {
  143. return;
  144. }
  145. canvas_draw_frame(canvas, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
  146. canvas_set_color(canvas, ColorBlack);
  147. if(game_state->player.isShooting) {
  148. canvas_draw_dot(canvas, game_state->bulletPosition.x, game_state->bulletPosition.y);
  149. }
  150. for(int a = 1; a < SCREEN_WIDTH; a++) {
  151. canvas_draw_line(
  152. canvas,
  153. game_state->ground[a - 1].x,
  154. game_state->ground[a - 1].y,
  155. game_state->ground[a].x,
  156. game_state->ground[a].y);
  157. if(game_state->trajectoryY[a] != 0) {
  158. canvas_draw_dot(canvas, a, game_state->trajectoryY[a]);
  159. }
  160. }
  161. canvas_draw_disc(
  162. canvas,
  163. game_state->enemy.locationX,
  164. game_state->ground[game_state->enemy.locationX].y - 3,
  165. 3);
  166. canvas_draw_circle(
  167. canvas,
  168. game_state->player.locationX,
  169. game_state->ground[game_state->player.locationX].y - 3,
  170. 3);
  171. auto aimX1 = game_state->player.locationX;
  172. auto aimY1 = game_state->ground[game_state->player.locationX].y - 3;
  173. double sinFromAngle = scorched_tanks_sin[game_state->player.aimAngle];
  174. double cosFromAngle = scorched_tanks_cos[game_state->player.aimAngle];
  175. int aimX2 = aimX1 + TANK_BARREL_LENGTH * cosFromAngle;
  176. int aimY2 = aimY1 + TANK_BARREL_LENGTH * sinFromAngle;
  177. canvas_draw_line(canvas, aimX1, aimY1, aimX2, aimY2);
  178. canvas_set_font(canvas, FontSecondary);
  179. canvas_draw_str(canvas, 55, 10, "Scorched Tanks");
  180. char buffer[12];
  181. snprintf(buffer, sizeof(buffer), "a: %u", game_state->player.aimAngle);
  182. canvas_draw_str(canvas, 2, 10, buffer);
  183. snprintf(buffer, sizeof(buffer), "p: %u", game_state->player.firePower);
  184. canvas_draw_str(canvas, 27, 10, buffer);
  185. release_mutex((ValueMutex*)ctx, game_state);
  186. }
  187. static void scorched_tanks_input_callback(InputEvent* input_event, FuriMessageQueue* event_queue) {
  188. furi_assert(event_queue);
  189. ScorchedTanksEvent event = {.type = EventTypeKey, .input = *input_event};
  190. furi_message_queue_put(event_queue, &event, FuriWaitForever);
  191. }
  192. static void scorched_tanks_update_timer_callback(FuriMessageQueue* event_queue) {
  193. furi_assert(event_queue);
  194. ScorchedTanksEvent event = {.type = EventTypeTick};
  195. furi_message_queue_put(event_queue, &event, 0);
  196. }
  197. static void scorched_tanks_increase_power(Game* game_state)
  198. {
  199. if (game_state->player.firePower < MAX_FIRE_POWER)
  200. {
  201. game_state->player.firePower++;
  202. }
  203. }
  204. static void scorched_tanks_decrease_power(Game* game_state)
  205. {
  206. if (game_state->player.firePower > MIN_FIRE_POWER)
  207. {
  208. game_state->player.firePower--;
  209. }
  210. }
  211. static void scorched_tanks_aim_up(Game* game_state) {
  212. if(game_state->player.aimAngle < 90) {
  213. game_state->player.aimAngle++;
  214. }
  215. }
  216. static void scorched_tanks_aim_down(Game* game_state) {
  217. if(game_state->player.aimAngle > 0) {
  218. game_state->player.aimAngle--;
  219. }
  220. }
  221. static void scorched_tanks_fire(Game* game_state) {
  222. if(!game_state->player.isShooting) {
  223. game_state->bulletPosition.x = game_state->player.locationX;
  224. game_state->bulletPosition.y = game_state->ground[game_state->player.locationX].y - 3;
  225. game_state->trajectoryAnimationStep = 0;
  226. for(int x = 0; x < SCREEN_WIDTH; x++) {
  227. game_state->trajectoryY[x] = 0;
  228. }
  229. game_state->player.isShooting = true;
  230. }
  231. }
  232. int32_t scorched_tanks_game_app(void* p) {
  233. UNUSED(p);
  234. srand(DWT->CYCCNT);
  235. FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(ScorchedTanksEvent));
  236. Game* game_state = malloc(sizeof(Game));
  237. scorched_tanks_init_game(game_state);
  238. ValueMutex state_mutex;
  239. if(!init_mutex(&state_mutex, game_state, sizeof(ScorchedTanksEvent))) {
  240. FURI_LOG_E("ScorchedTanks", "cannot create mutex\r\n");
  241. free(game_state);
  242. return 255;
  243. }
  244. ViewPort* view_port = view_port_alloc();
  245. view_port_draw_callback_set(view_port, scorched_tanks_render_callback, &state_mutex);
  246. view_port_input_callback_set(view_port, scorched_tanks_input_callback, event_queue);
  247. FuriTimer* timer =
  248. furi_timer_alloc(scorched_tanks_update_timer_callback, FuriTimerTypePeriodic, event_queue);
  249. furi_timer_start(timer, 2000);
  250. // Open GUI and register view_port
  251. Gui* gui = furi_record_open(RECORD_GUI);
  252. gui_add_view_port(gui, view_port, GuiLayerFullscreen);
  253. ScorchedTanksEvent event;
  254. for(bool processing = true; processing;) {
  255. FuriStatus event_status = furi_message_queue_get(event_queue, &event, 50);
  256. if(event.type == EventTypeKey) { // && game->isPlayerTurn
  257. if(event.input.type == InputTypeRepeat || event.input.type == InputTypeShort) {
  258. switch(event.input.key) {
  259. case InputKeyUp:
  260. scorched_tanks_aim_up(game_state);
  261. break;
  262. case InputKeyDown:
  263. scorched_tanks_aim_down(game_state);
  264. break;
  265. case InputKeyRight:
  266. scorched_tanks_increase_power(game_state);
  267. break;
  268. case InputKeyLeft:
  269. scorched_tanks_decrease_power(game_state);
  270. break;
  271. case InputKeyOk:
  272. scorched_tanks_fire(game_state);
  273. break;
  274. case InputKeyBack:
  275. processing = false;
  276. break;
  277. }
  278. }
  279. } else if(event.type == EventTypeTick) {
  280. scorched_tanks_calculate_trajectory(game_state);
  281. }
  282. view_port_update(view_port);
  283. release_mutex(&state_mutex, game_state);
  284. }
  285. furi_timer_free(timer);
  286. view_port_enabled_set(view_port, false);
  287. gui_remove_view_port(gui, view_port);
  288. furi_record_close(RECORD_GUI);
  289. view_port_free(view_port);
  290. furi_message_queue_free(event_queue);
  291. delete_mutex(&state_mutex);
  292. free(game_state);
  293. return 0;
  294. }