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- /* Copyright (C) 2023 Salvatore Sanfilippo -- All Rights Reserved
- * See the LICENSE file for information about the license. */
- #include <furi.h>
- #include <furi_hal.h>
- #include <input/input.h>
- #include <gui/gui.h>
- #include <stdlib.h>
- #include <gui/gui.h>
- #include <gui/view_dispatcher.h>
- #include <gui/scene_manager.h>
- #include <math.h>
- #define TAG "Asteroids" // Used for logging
- #define DEBUG_MSG 1
- #define SCREEN_XRES 128
- #define SCREEN_YRES 64
- #ifndef PI
- #define PI 3.14159265358979f
- #endif
- /* ============================ Data structures ============================= */
- typedef struct Ship {
- float x, /* Ship x position. */
- y, /* Ship y position. */
- vx, /* x velocity. */
- vy, /* y velocity. */
- rot; /* Current rotation. 2*PI full ortation. */
- } Ship;
- typedef struct Bullet {
- float x, y, vx, vy; /* Fields like in ship. */
- uint32_t ttl; /* Time to live, in ticks. */
- } Bullet;
- typedef struct Asteroid {
- float x, y, vx, vy, /* Fields like ship. */
- rot_speed, /* Angular velocity (rot speed and sense). */
- size; /* Asteroid size. */
- uint8_t shape_seed; /* Seed to give random shape. */
- } Asteroid;
- #define MAXBUL 10 /* Max bullets on the screen. */
- #define MAXAST 8 /* Max asteroids on the screen. */
- typedef struct AsteroidsApp {
- /* GUI */
- Gui *gui;
- ViewPort *view_port; /* We just use a raw viewport and we render
- everything into the low level canvas. */
- FuriMessageQueue *event_queue; /* Keypress events go here. */
- /* Game state. */
- int running; /* Once false exists the app. */
- uint32_t ticks; /* Game ticks. Increments at each refresh. */
- /* Ship state. */
- struct Ship ship;
- /* Bullets state. */
- struct Bullet bullets[MAXBUL]; /* Each bullet state. */
- int bullets_num; /* Active bullets. */
- uint32_t last_bullet_tick; /* Tick the last bullet was fired. */
- /* Asteroids state. */
- Asteroid asteroids[MAXAST]; /* Each asteroid state. */
- int asteroids_num; /* Active asteroids. */
- uint32_t pressed[InputKeyMAX]; /* pressed[id] is true if pressed.
- Each array item contains the time
- in milliseconds the key was pressed. */
- bool fire; /* Short press detected: fire a bullet. */
- } AsteroidsApp;
- /* ============================ 2D drawing ================================== */
- /* This structure represents a polygon of at most POLY_MAX points.
- * The function draw_poly() is able to render it on the screen, rotated
- * by the amount specified. */
- #define POLY_MAX 8
- typedef struct Poly {
- float x[POLY_MAX];
- float y[POLY_MAX];
- uint32_t points; /* Number of points actually populated. */
- } Poly;
- /* Define the polygons we use. */
- Poly ShipPoly = {
- {-3, 0, 3},
- {-3, 6, -3},
- 3
- };
- /* Rotate the point of the poligon 'poly' and store the new rotated
- * polygon in 'rot'. The polygon is rotated by an angle 'a', with
- * center at 0,0. */
- void rotate_poly(Poly *rot, Poly *poly, float a) {
- /* We want to compute sin(a) and cos(a) only one time
- * for every point to rotate. It's a slow operation. */
- float sin_a = (float)sin(a);
- float cos_a = (float)cos(a);
- for (uint32_t j = 0; j < poly->points; j++) {
- rot->x[j] = poly->x[j]*cos_a - poly->y[j]*sin_a;
- rot->y[j] = poly->y[j]*cos_a + poly->x[j]*sin_a;
- }
- rot->points = poly->points;
- }
- /* This is an 8 bit LFSR we use to generate a predictable and fast
- * pseudorandom sequence of numbers, to give a different shape to
- * each asteroid. */
- void lfsr_next(unsigned char *prev) {
- unsigned char lsb = *prev & 1;
- *prev = *prev >> 1;
- if (lsb == 1) *prev ^= 0b11000111;
- }
- /* Render the polygon 'poly' at x,y, rotated by the specified angle. */
- void draw_poly(Canvas *const canvas, Poly *poly, uint8_t x, uint8_t y, float a)
- {
- Poly rot;
- rotate_poly(&rot,poly,a);
- canvas_set_color(canvas, ColorBlack);
- for (uint32_t j = 0; j < rot.points; j++) {
- uint32_t a = j;
- uint32_t b = j+1;
- if (b == rot.points) b = 0;
- canvas_draw_line(canvas,x+rot.x[a],y+rot.y[a],
- x+rot.x[b],y+rot.y[b]);
- }
- }
- /* A bullet is just a + pixels pattern. A single pixel is not
- * visible enough. */
- void draw_bullet(Canvas *const canvas, uint8_t x, uint8_t y) {
- canvas_draw_dot(canvas,x-1,y);
- canvas_draw_dot(canvas,x+1,y);
- canvas_draw_dot(canvas,x,y);
- canvas_draw_dot(canvas,x,y-1);
- canvas_draw_dot(canvas,x,y+1);
- }
- /* Given the current position, update it according to the velocity and
- * wrap it back to the other side if the object went over the screen. */
- void update_pos_by_velocity(float *x, float *y, float vx, float vy) {
- /* Return back from one side to the other of the screen. */
- *x += vx;
- *y += vy;
- if (*x >= SCREEN_XRES) *x = 0;
- else if (*x < 0) *x = SCREEN_XRES-1;
- if (*y >= SCREEN_YRES) *y = 0;
- else if (*y < 0) *y = SCREEN_YRES-1;
- }
- /* Render the current game screen. */
- void render_callback(Canvas *const canvas, void *ctx) {
- AsteroidsApp *app = ctx;
- /* Clear screen. */
- canvas_set_color(canvas, ColorWhite);
- canvas_draw_box(canvas, 0, 0, 127, 63);
- /* Draw ship, asteroids, bullets. */
- draw_poly(canvas,&ShipPoly,app->ship.x,app->ship.y,app->ship.rot);
- for (int j = 0; j < app->bullets_num; j++)
- draw_bullet(canvas,app->bullets[j].x,app->bullets[j].y);
- }
- /* ============================ Game logic ================================== */
- float distance(float x1, float y1, float x2, float y2) {
- float dx = x1-x2;
- float dy = y1-y2;
- return sqrt(dx*dx+dy*dy);
- }
- /* Create a new bullet headed in the same direction of the ship. */
- void ship_fire_bullet(AsteroidsApp *app) {
- if (app->bullets_num == MAXBUL) return;
- Bullet *b = &app->bullets[app->bullets_num];
- b->x = app->ship.x;
- b->y = app->ship.y;
- b->vx = -sin(app->ship.rot);
- b->vy = cos(app->ship.rot);
- /* Ship should fire from its head, not in the middle. */
- b->x += b->vx*5;
- b->y += b->vy*5;
- /* It's more realistic if we add the velocity vector of the
- * ship, too. Otherwise if the ship is going fast the bullets
- * will be slower, which is not how the world works. */
- b->vx += app->ship.vx;
- b->vy += app->ship.vy;
- b->ttl = 50; /* The bullet will disappear after N ticks. */
- app->bullets_num++;
- }
- /* Remove the specified bullet by id (index in the array). */
- void remove_bullet(AsteroidsApp *app, int bid) {
- /* Replace the top bullet with the empty space left
- * by the removal of this bullet. This way we always take the
- * array dense, which is an advantage when looping. */
- int n = --app->bullets_num;
- if (n && bid != n) app->bullets[bid] = app->bullets[n];
- }
- /* Create a new asteroid, away from the ship. */
- void add_asteroid(AsteroidsApp *app) {
- if (app->asteroids_num == MAXAST) return;
- float size = 4+rand()%15;
- float min_distance = 20;
- float x,y;
- do {
- x = rand() % SCREEN_XRES;
- y = rand() % SCREEN_YRES;
- } while(distance(app->ship.x,app->ship.y,x,y) < min_distance+size);
- Asteroid *a = &app->asteroids[app->asteroids_num++];
- a->x = x;
- a->y = y;
- a->vx = (rand()/RAND_MAX)*2;
- a->vy = (rand()/RAND_MAX)*2;
- a->size = size;
- a->rot_speed = (rand()/RAND_MAX)/10;
- if (app->ticks & 1) a->rot_speed = -(a->rot_speed);
- a->shape_seed = (app->ticks * 1337) & 255;
- }
- /* This is the main game execution function, called 10 times for
- * second (with the Flipper screen latency, an higher FPS does not
- * make sense). In this function we update the position of objects based
- * on velocity. Detect collisions. Update the score and so forth.
- *
- * Each time this function is called, app->tick is incremented. */
- void game_tick(void *ctx) {
- AsteroidsApp *app = ctx;
- if (app->pressed[InputKeyLeft]) app->ship.rot -= .2;
- if (app->pressed[InputKeyRight]) app->ship.rot += .2;
- if (app->pressed[InputKeyOk]) {
- app->ship.vx -= 0.15*(float)sin(app->ship.rot);
- app->ship.vy += 0.15*(float)cos(app->ship.rot);
- }
-
- /* Update ship position according to its velocity. */
- update_pos_by_velocity(&app->ship.x,&app->ship.y,app->ship.vx,app->ship.vy);
- /* Update bullets position. */
- for (int j = 0; j < app->bullets_num; j++) {
- update_pos_by_velocity(&app->bullets[j].x,&app->bullets[j].y,
- app->bullets[j].vx,app->bullets[j].vy);
- if (--app->bullets[j].ttl == 0) {
- remove_bullet(app,j);
- j--; /* Process this bullet index again: the removal will
- fill it with the top bullet to take the array dense. */
- }
- }
- /* Fire a bullet if needed. */
- if (app->fire) {
- ship_fire_bullet(app);
- app->fire = false;
- }
- /* From time to time, create a new asteroid. The more asteroids
- * already on the screen, the smaller probability of creating
- * a new one. */
- if ((random() & 255) < (30/app->asteroids_num)) add_asteroid(app);
- app->ticks++;
- view_port_update(app->view_port);
- }
- /* ======================== Flipper specific code =========================== */
- /* Here all we do is putting the events into the queue that will be handled
- * in the while() loop of the app entry point function. */
- void input_callback(InputEvent* input_event, void* ctx)
- {
- AsteroidsApp *app = ctx;
- furi_message_queue_put(app->event_queue,input_event,FuriWaitForever);
- }
- /* Allocate the application state and initialize a number of stuff.
- * This is called in the entry point to create the application state. */
- AsteroidsApp* asteroids_app_alloc() {
- AsteroidsApp *app = malloc(sizeof(AsteroidsApp));
- app->gui = furi_record_open(RECORD_GUI);
- app->view_port = view_port_alloc();
- view_port_draw_callback_set(app->view_port, render_callback, app);
- view_port_input_callback_set(app->view_port, input_callback, app);
- gui_add_view_port(app->gui, app->view_port, GuiLayerFullscreen);
- app->event_queue = furi_message_queue_alloc(8, sizeof(InputEvent));
- app->running = 1;
- app->ticks = 0;
- app->ship.x = SCREEN_XRES / 2;
- app->ship.y = SCREEN_YRES / 2;
- app->ship.rot = PI; /* Start headed towards top. */
- app->ship.vx = 0;
- app->ship.vy = 0;
- app->bullets_num = 0;
- app->last_bullet_tick = 0;
- app->asteroids_num = 0;
- memset(app->pressed,0,sizeof(app->pressed));
- return app;
- }
- /* Free what the application allocated. It is not clear to me if the
- * Flipper OS, once the application exits, will be able to reclaim space
- * even if we forget to free something here. */
- void asteroids_app_free(AsteroidsApp *app) {
- furi_assert(app);
- // View related.
- view_port_enabled_set(app->view_port, false);
- gui_remove_view_port(app->gui, app->view_port);
- view_port_free(app->view_port);
- furi_record_close(RECORD_GUI);
- furi_message_queue_free(app->event_queue);
- app->gui = NULL;
- free(app);
- }
- /* Handle keys interaction. */
- void asteroids_update_keypress_state(AsteroidsApp *app, InputEvent input) {
- if (input.type == InputTypePress) {
- app->pressed[input.key] = furi_get_tick();
- } else if (input.type == InputTypeRelease) {
- uint32_t dur = furi_get_tick() - app->pressed[input.key];
- app->pressed[input.key] = 0;
- if (dur < 200 && input.key == InputKeyOk) app->fire = true;
- }
- }
- int32_t asteroids_app_entry(void* p) {
- UNUSED(p);
- AsteroidsApp *app = asteroids_app_alloc();
- /* Create a timer. We do data analysis in the callback. */
- FuriTimer *timer = furi_timer_alloc(game_tick, FuriTimerTypePeriodic, app);
- furi_timer_start(timer, furi_kernel_get_tick_frequency() / 10);
- /* This is the main event loop: here we get the events that are pushed
- * in the queue by input_callback(), and process them one after the
- * other. The timeout is 100 milliseconds, so if not input is received
- * before such time, we exit the queue_get() function and call
- * view_port_update() in order to refresh our screen content. */
- InputEvent input;
- while(app->running) {
- FuriStatus qstat = furi_message_queue_get(app->event_queue, &input, 100);
- if (qstat == FuriStatusOk) {
- if (DEBUG_MSG) FURI_LOG_E(TAG, "Main Loop - Input: type %d key %u",
- input.type, input.key);
- /* Handle navigation here. Then handle view-specific inputs
- * in the view specific handling function. */
- if (input.type == InputTypeShort &&
- input.key == InputKeyBack)
- {
- app->running = 0;
- } else {
- asteroids_update_keypress_state(app,input);
- }
- } else {
- /* Useful to understand if the app is still alive when it
- * does not respond because of bugs. */
- if (DEBUG_MSG) {
- static int c = 0; c++;
- if (!(c % 20)) FURI_LOG_E(TAG, "Loop timeout");
- }
- }
- }
- furi_timer_free(timer);
- asteroids_app_free(app);
- return 0;
- }
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