app.c 13 KB

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  1. /* Copyright (C) 2023 Salvatore Sanfilippo -- All Rights Reserved
  2. * See the LICENSE file for information about the license. */
  3. #include <furi.h>
  4. #include <furi_hal.h>
  5. #include <input/input.h>
  6. #include <gui/gui.h>
  7. #include <stdlib.h>
  8. #include <gui/gui.h>
  9. #include <gui/view_dispatcher.h>
  10. #include <gui/scene_manager.h>
  11. #include <math.h>
  12. #define TAG "Asteroids" // Used for logging
  13. #define DEBUG_MSG 1
  14. #define SCREEN_XRES 128
  15. #define SCREEN_YRES 64
  16. #ifndef PI
  17. #define PI 3.14159265358979f
  18. #endif
  19. /* ============================ Data structures ============================= */
  20. typedef struct Ship {
  21. float x, /* Ship x position. */
  22. y, /* Ship y position. */
  23. vx, /* x velocity. */
  24. vy, /* y velocity. */
  25. rot; /* Current rotation. 2*PI full ortation. */
  26. } Ship;
  27. typedef struct Bullet {
  28. float x, y, vx, vy; /* Fields like in ship. */
  29. uint32_t ttl; /* Time to live, in ticks. */
  30. } Bullet;
  31. typedef struct Asteroid {
  32. float x, y, vx, vy, /* Fields like ship. */
  33. rot_speed, /* Angular velocity (rot speed and sense). */
  34. size; /* Asteroid size. */
  35. uint8_t shape_seed; /* Seed to give random shape. */
  36. } Asteroid;
  37. #define MAXBUL 10 /* Max bullets on the screen. */
  38. #define MAXAST 8 /* Max asteroids on the screen. */
  39. typedef struct AsteroidsApp {
  40. /* GUI */
  41. Gui *gui;
  42. ViewPort *view_port; /* We just use a raw viewport and we render
  43. everything into the low level canvas. */
  44. FuriMessageQueue *event_queue; /* Keypress events go here. */
  45. /* Game state. */
  46. int running; /* Once false exists the app. */
  47. uint32_t ticks; /* Game ticks. Increments at each refresh. */
  48. /* Ship state. */
  49. struct Ship ship;
  50. /* Bullets state. */
  51. struct Bullet bullets[MAXBUL]; /* Each bullet state. */
  52. int bullets_num; /* Active bullets. */
  53. uint32_t last_bullet_tick; /* Tick the last bullet was fired. */
  54. /* Asteroids state. */
  55. Asteroid asteroids[MAXAST]; /* Each asteroid state. */
  56. int asteroids_num; /* Active asteroids. */
  57. uint32_t pressed[InputKeyMAX]; /* pressed[id] is true if pressed.
  58. Each array item contains the time
  59. in milliseconds the key was pressed. */
  60. bool fire; /* Short press detected: fire a bullet. */
  61. } AsteroidsApp;
  62. /* ============================ 2D drawing ================================== */
  63. /* This structure represents a polygon of at most POLY_MAX points.
  64. * The function draw_poly() is able to render it on the screen, rotated
  65. * by the amount specified. */
  66. #define POLY_MAX 8
  67. typedef struct Poly {
  68. float x[POLY_MAX];
  69. float y[POLY_MAX];
  70. uint32_t points; /* Number of points actually populated. */
  71. } Poly;
  72. /* Define the polygons we use. */
  73. Poly ShipPoly = {
  74. {-3, 0, 3},
  75. {-3, 6, -3},
  76. 3
  77. };
  78. /* Rotate the point of the poligon 'poly' and store the new rotated
  79. * polygon in 'rot'. The polygon is rotated by an angle 'a', with
  80. * center at 0,0. */
  81. void rotate_poly(Poly *rot, Poly *poly, float a) {
  82. /* We want to compute sin(a) and cos(a) only one time
  83. * for every point to rotate. It's a slow operation. */
  84. float sin_a = (float)sin(a);
  85. float cos_a = (float)cos(a);
  86. for (uint32_t j = 0; j < poly->points; j++) {
  87. rot->x[j] = poly->x[j]*cos_a - poly->y[j]*sin_a;
  88. rot->y[j] = poly->y[j]*cos_a + poly->x[j]*sin_a;
  89. }
  90. rot->points = poly->points;
  91. }
  92. /* This is an 8 bit LFSR we use to generate a predictable and fast
  93. * pseudorandom sequence of numbers, to give a different shape to
  94. * each asteroid. */
  95. void lfsr_next(unsigned char *prev) {
  96. unsigned char lsb = *prev & 1;
  97. *prev = *prev >> 1;
  98. if (lsb == 1) *prev ^= 0b11000111;
  99. }
  100. /* Render the polygon 'poly' at x,y, rotated by the specified angle. */
  101. void draw_poly(Canvas *const canvas, Poly *poly, uint8_t x, uint8_t y, float a)
  102. {
  103. Poly rot;
  104. rotate_poly(&rot,poly,a);
  105. canvas_set_color(canvas, ColorBlack);
  106. for (uint32_t j = 0; j < rot.points; j++) {
  107. uint32_t a = j;
  108. uint32_t b = j+1;
  109. if (b == rot.points) b = 0;
  110. canvas_draw_line(canvas,x+rot.x[a],y+rot.y[a],
  111. x+rot.x[b],y+rot.y[b]);
  112. }
  113. }
  114. /* A bullet is just a + pixels pattern. A single pixel is not
  115. * visible enough. */
  116. void draw_bullet(Canvas *const canvas, uint8_t x, uint8_t y) {
  117. canvas_draw_dot(canvas,x-1,y);
  118. canvas_draw_dot(canvas,x+1,y);
  119. canvas_draw_dot(canvas,x,y);
  120. canvas_draw_dot(canvas,x,y-1);
  121. canvas_draw_dot(canvas,x,y+1);
  122. }
  123. /* Given the current position, update it according to the velocity and
  124. * wrap it back to the other side if the object went over the screen. */
  125. void update_pos_by_velocity(float *x, float *y, float vx, float vy) {
  126. /* Return back from one side to the other of the screen. */
  127. *x += vx;
  128. *y += vy;
  129. if (*x >= SCREEN_XRES) *x = 0;
  130. else if (*x < 0) *x = SCREEN_XRES-1;
  131. if (*y >= SCREEN_YRES) *y = 0;
  132. else if (*y < 0) *y = SCREEN_YRES-1;
  133. }
  134. /* Render the current game screen. */
  135. void render_callback(Canvas *const canvas, void *ctx) {
  136. AsteroidsApp *app = ctx;
  137. /* Clear screen. */
  138. canvas_set_color(canvas, ColorWhite);
  139. canvas_draw_box(canvas, 0, 0, 127, 63);
  140. /* Draw ship, asteroids, bullets. */
  141. draw_poly(canvas,&ShipPoly,app->ship.x,app->ship.y,app->ship.rot);
  142. for (int j = 0; j < app->bullets_num; j++)
  143. draw_bullet(canvas,app->bullets[j].x,app->bullets[j].y);
  144. }
  145. /* ============================ Game logic ================================== */
  146. float distance(float x1, float y1, float x2, float y2) {
  147. float dx = x1-x2;
  148. float dy = y1-y2;
  149. return sqrt(dx*dx+dy*dy);
  150. }
  151. /* Create a new bullet headed in the same direction of the ship. */
  152. void ship_fire_bullet(AsteroidsApp *app) {
  153. if (app->bullets_num == MAXBUL) return;
  154. Bullet *b = &app->bullets[app->bullets_num];
  155. b->x = app->ship.x;
  156. b->y = app->ship.y;
  157. b->vx = -sin(app->ship.rot);
  158. b->vy = cos(app->ship.rot);
  159. /* Ship should fire from its head, not in the middle. */
  160. b->x += b->vx*5;
  161. b->y += b->vy*5;
  162. /* It's more realistic if we add the velocity vector of the
  163. * ship, too. Otherwise if the ship is going fast the bullets
  164. * will be slower, which is not how the world works. */
  165. b->vx += app->ship.vx;
  166. b->vy += app->ship.vy;
  167. b->ttl = 50; /* The bullet will disappear after N ticks. */
  168. app->bullets_num++;
  169. }
  170. /* Remove the specified bullet by id (index in the array). */
  171. void remove_bullet(AsteroidsApp *app, int bid) {
  172. /* Replace the top bullet with the empty space left
  173. * by the removal of this bullet. This way we always take the
  174. * array dense, which is an advantage when looping. */
  175. int n = --app->bullets_num;
  176. if (n && bid != n) app->bullets[bid] = app->bullets[n];
  177. }
  178. /* Create a new asteroid, away from the ship. */
  179. void add_asteroid(AsteroidsApp *app) {
  180. if (app->asteroids_num == MAXAST) return;
  181. float size = 4+rand()%15;
  182. float min_distance = 20;
  183. float x,y;
  184. do {
  185. x = rand() % SCREEN_XRES;
  186. y = rand() % SCREEN_YRES;
  187. } while(distance(app->ship.x,app->ship.y,x,y) < min_distance+size);
  188. Asteroid *a = &app->asteroids[app->asteroids_num++];
  189. a->x = x;
  190. a->y = y;
  191. a->vx = (rand()/RAND_MAX)*2;
  192. a->vy = (rand()/RAND_MAX)*2;
  193. a->size = size;
  194. a->rot_speed = (rand()/RAND_MAX)/10;
  195. if (app->ticks & 1) a->rot_speed = -(a->rot_speed);
  196. a->shape_seed = (app->ticks * 1337) & 255;
  197. }
  198. /* This is the main game execution function, called 10 times for
  199. * second (with the Flipper screen latency, an higher FPS does not
  200. * make sense). In this function we update the position of objects based
  201. * on velocity. Detect collisions. Update the score and so forth.
  202. *
  203. * Each time this function is called, app->tick is incremented. */
  204. void game_tick(void *ctx) {
  205. AsteroidsApp *app = ctx;
  206. if (app->pressed[InputKeyLeft]) app->ship.rot -= .2;
  207. if (app->pressed[InputKeyRight]) app->ship.rot += .2;
  208. if (app->pressed[InputKeyOk]) {
  209. app->ship.vx -= 0.15*(float)sin(app->ship.rot);
  210. app->ship.vy += 0.15*(float)cos(app->ship.rot);
  211. }
  212. /* Update ship position according to its velocity. */
  213. update_pos_by_velocity(&app->ship.x,&app->ship.y,app->ship.vx,app->ship.vy);
  214. /* Update bullets position. */
  215. for (int j = 0; j < app->bullets_num; j++) {
  216. update_pos_by_velocity(&app->bullets[j].x,&app->bullets[j].y,
  217. app->bullets[j].vx,app->bullets[j].vy);
  218. if (--app->bullets[j].ttl == 0) {
  219. remove_bullet(app,j);
  220. j--; /* Process this bullet index again: the removal will
  221. fill it with the top bullet to take the array dense. */
  222. }
  223. }
  224. /* Fire a bullet if needed. */
  225. if (app->fire) {
  226. ship_fire_bullet(app);
  227. app->fire = false;
  228. }
  229. /* From time to time, create a new asteroid. The more asteroids
  230. * already on the screen, the smaller probability of creating
  231. * a new one. */
  232. if ((random() & 255) < (30/app->asteroids_num)) add_asteroid(app);
  233. app->ticks++;
  234. view_port_update(app->view_port);
  235. }
  236. /* ======================== Flipper specific code =========================== */
  237. /* Here all we do is putting the events into the queue that will be handled
  238. * in the while() loop of the app entry point function. */
  239. void input_callback(InputEvent* input_event, void* ctx)
  240. {
  241. AsteroidsApp *app = ctx;
  242. furi_message_queue_put(app->event_queue,input_event,FuriWaitForever);
  243. }
  244. /* Allocate the application state and initialize a number of stuff.
  245. * This is called in the entry point to create the application state. */
  246. AsteroidsApp* asteroids_app_alloc() {
  247. AsteroidsApp *app = malloc(sizeof(AsteroidsApp));
  248. app->gui = furi_record_open(RECORD_GUI);
  249. app->view_port = view_port_alloc();
  250. view_port_draw_callback_set(app->view_port, render_callback, app);
  251. view_port_input_callback_set(app->view_port, input_callback, app);
  252. gui_add_view_port(app->gui, app->view_port, GuiLayerFullscreen);
  253. app->event_queue = furi_message_queue_alloc(8, sizeof(InputEvent));
  254. app->running = 1;
  255. app->ticks = 0;
  256. app->ship.x = SCREEN_XRES / 2;
  257. app->ship.y = SCREEN_YRES / 2;
  258. app->ship.rot = PI; /* Start headed towards top. */
  259. app->ship.vx = 0;
  260. app->ship.vy = 0;
  261. app->bullets_num = 0;
  262. app->last_bullet_tick = 0;
  263. app->asteroids_num = 0;
  264. memset(app->pressed,0,sizeof(app->pressed));
  265. return app;
  266. }
  267. /* Free what the application allocated. It is not clear to me if the
  268. * Flipper OS, once the application exits, will be able to reclaim space
  269. * even if we forget to free something here. */
  270. void asteroids_app_free(AsteroidsApp *app) {
  271. furi_assert(app);
  272. // View related.
  273. view_port_enabled_set(app->view_port, false);
  274. gui_remove_view_port(app->gui, app->view_port);
  275. view_port_free(app->view_port);
  276. furi_record_close(RECORD_GUI);
  277. furi_message_queue_free(app->event_queue);
  278. app->gui = NULL;
  279. free(app);
  280. }
  281. /* Handle keys interaction. */
  282. void asteroids_update_keypress_state(AsteroidsApp *app, InputEvent input) {
  283. if (input.type == InputTypePress) {
  284. app->pressed[input.key] = furi_get_tick();
  285. } else if (input.type == InputTypeRelease) {
  286. uint32_t dur = furi_get_tick() - app->pressed[input.key];
  287. app->pressed[input.key] = 0;
  288. if (dur < 200 && input.key == InputKeyOk) app->fire = true;
  289. }
  290. }
  291. int32_t asteroids_app_entry(void* p) {
  292. UNUSED(p);
  293. AsteroidsApp *app = asteroids_app_alloc();
  294. /* Create a timer. We do data analysis in the callback. */
  295. FuriTimer *timer = furi_timer_alloc(game_tick, FuriTimerTypePeriodic, app);
  296. furi_timer_start(timer, furi_kernel_get_tick_frequency() / 10);
  297. /* This is the main event loop: here we get the events that are pushed
  298. * in the queue by input_callback(), and process them one after the
  299. * other. The timeout is 100 milliseconds, so if not input is received
  300. * before such time, we exit the queue_get() function and call
  301. * view_port_update() in order to refresh our screen content. */
  302. InputEvent input;
  303. while(app->running) {
  304. FuriStatus qstat = furi_message_queue_get(app->event_queue, &input, 100);
  305. if (qstat == FuriStatusOk) {
  306. if (DEBUG_MSG) FURI_LOG_E(TAG, "Main Loop - Input: type %d key %u",
  307. input.type, input.key);
  308. /* Handle navigation here. Then handle view-specific inputs
  309. * in the view specific handling function. */
  310. if (input.type == InputTypeShort &&
  311. input.key == InputKeyBack)
  312. {
  313. app->running = 0;
  314. } else {
  315. asteroids_update_keypress_state(app,input);
  316. }
  317. } else {
  318. /* Useful to understand if the app is still alive when it
  319. * does not respond because of bugs. */
  320. if (DEBUG_MSG) {
  321. static int c = 0; c++;
  322. if (!(c % 20)) FURI_LOG_E(TAG, "Loop timeout");
  323. }
  324. }
  325. }
  326. furi_timer_free(timer);
  327. asteroids_app_free(app);
  328. return 0;
  329. }