app.c 27 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 <storage/storage.h>
  6. #include <input/input.h>
  7. #include <gui/gui.h>
  8. #include <stdlib.h>
  9. #include <gui/gui.h>
  10. #include <gui/view_dispatcher.h>
  11. #include <gui/scene_manager.h>
  12. #include <math.h>
  13. #include <notification/notification.h>
  14. #include <notification/notification_messages.h>
  15. #define TAG "Asteroids" // Used for logging
  16. #define DEBUG_MSG 1
  17. #define SCREEN_XRES 128
  18. #define SCREEN_YRES 64
  19. #define GAME_START_LIVES 3
  20. #define TTLBUL 30 /* Bullet time to live, in ticks. */
  21. #define MAXBUL 5 /* Max bullets on the screen. */
  22. #define MAXAST 32 /* Max asteroids on the screen. */
  23. #define SHIP_HIT_ANIMATION_LEN 15
  24. #define SAVING_DIRECTORY "/ext/apps/Games"
  25. #define SAVING_FILENAME SAVING_DIRECTORY "/game_asteroids.save"
  26. #ifndef PI
  27. #define PI 3.14159265358979f
  28. #endif
  29. /* ============================ Data structures ============================= */
  30. typedef struct Ship {
  31. float x, /* Ship x position. */
  32. y, /* Ship y position. */
  33. vx, /* x velocity. */
  34. vy, /* y velocity. */
  35. rot; /* Current rotation. 2*PI full ortation. */
  36. } Ship;
  37. typedef struct Bullet {
  38. float x, y, vx, vy; /* Fields like in ship. */
  39. uint32_t ttl; /* Time to live, in ticks. */
  40. } Bullet;
  41. typedef struct Asteroid {
  42. float x, y, vx, vy, rot, /* Fields like ship. */
  43. rot_speed, /* Angular velocity (rot speed and sense). */
  44. size; /* Asteroid size. */
  45. uint8_t shape_seed; /* Seed to give random shape. */
  46. } Asteroid;
  47. typedef struct AsteroidsApp {
  48. /* GUI */
  49. Gui* gui;
  50. ViewPort* view_port; /* We just use a raw viewport and we render
  51. everything into the low level canvas. */
  52. FuriMessageQueue* event_queue; /* Keypress events go here. */
  53. /* Game state. */
  54. int running; /* Once false exists the app. */
  55. bool gameover; /* Gameover status. */
  56. uint32_t ticks; /* Game ticks. Increments at each refresh. */
  57. uint32_t score; /* Game score. */
  58. uint32_t highscore; /* Highscore. Shown on Game Over Screen */
  59. bool is_new_highscore; /* Is the last score a new highscore? */
  60. uint32_t lives; /* Number of lives in the current game. */
  61. uint32_t ship_hit; /* When non zero, the ship was hit by an asteroid
  62. and we need to show an animation as long as
  63. its value is non-zero (and decrease it's value
  64. at each tick of animation). */
  65. /* Ship state. */
  66. struct Ship ship;
  67. /* Bullets state. */
  68. struct Bullet bullets[MAXBUL]; /* Each bullet state. */
  69. int bullets_num; /* Active bullets. */
  70. uint32_t last_bullet_tick; /* Tick the last bullet was fired. */
  71. /* Asteroids state. */
  72. Asteroid asteroids[MAXAST]; /* Each asteroid state. */
  73. int asteroids_num; /* Active asteroids. */
  74. uint32_t pressed[InputKeyMAX]; /* pressed[id] is true if pressed.
  75. Each array item contains the time
  76. in milliseconds the key was pressed. */
  77. bool fire; /* Short press detected: fire a bullet. */
  78. } AsteroidsApp;
  79. const NotificationSequence sequence_crash = {
  80. &message_red_255,
  81. &message_vibro_on,
  82. // &message_note_g5, // Play sound but currently disabled
  83. &message_delay_25,
  84. // &message_note_e5,
  85. &message_vibro_off,
  86. &message_sound_off,
  87. NULL,
  88. };
  89. const NotificationSequence sequence_bullet_fired = {
  90. &message_vibro_on,
  91. // &message_note_g5, // Play sound but currently disabled. Need On/Off menu setting
  92. &message_delay_10,
  93. &message_delay_1,
  94. &message_delay_1,
  95. &message_delay_1,
  96. &message_delay_1,
  97. &message_delay_1,
  98. // &message_note_e5,
  99. &message_vibro_off,
  100. &message_sound_off,
  101. NULL,
  102. };
  103. /* ============================== Prototyeps ================================ */
  104. // Only functions called before their definition are here.
  105. bool load_game(AsteroidsApp* app);
  106. void save_game(AsteroidsApp* app);
  107. void restart_game_after_gameover(AsteroidsApp* app);
  108. uint32_t key_pressed_time(AsteroidsApp* app, InputKey key);
  109. /* ============================ 2D drawing ================================== */
  110. /* This structure represents a polygon of at most POLY_MAX points.
  111. * The function draw_poly() is able to render it on the screen, rotated
  112. * by the amount specified. */
  113. #define POLY_MAX 8
  114. typedef struct Poly {
  115. float x[POLY_MAX];
  116. float y[POLY_MAX];
  117. uint32_t points; /* Number of points actually populated. */
  118. } Poly;
  119. /* Define the polygons we use. */
  120. Poly ShipPoly = {{-3, 0, 3}, {-3, 6, -3}, 3};
  121. Poly ShipFirePoly = {{-1.5, 0, 1.5}, {-3, -6, -3}, 3};
  122. /* Rotate the point of the poligon 'poly' and store the new rotated
  123. * polygon in 'rot'. The polygon is rotated by an angle 'a', with
  124. * center at 0,0. */
  125. void rotate_poly(Poly* rot, Poly* poly, float a) {
  126. /* We want to compute sin(a) and cos(a) only one time
  127. * for every point to rotate. It's a slow operation. */
  128. float sin_a = (float)sin(a);
  129. float cos_a = (float)cos(a);
  130. for(uint32_t j = 0; j < poly->points; j++) {
  131. rot->x[j] = poly->x[j] * cos_a - poly->y[j] * sin_a;
  132. rot->y[j] = poly->y[j] * cos_a + poly->x[j] * sin_a;
  133. }
  134. rot->points = poly->points;
  135. }
  136. /* This is an 8 bit LFSR we use to generate a predictable and fast
  137. * pseudorandom sequence of numbers, to give a different shape to
  138. * each asteroid. */
  139. void lfsr_next(unsigned char* prev) {
  140. unsigned char lsb = *prev & 1;
  141. *prev = *prev >> 1;
  142. if(lsb == 1) *prev ^= 0b11000111;
  143. *prev ^= *prev << 7; /* Mix things a bit more. */
  144. }
  145. /* Render the polygon 'poly' at x,y, rotated by the specified angle. */
  146. void draw_poly(Canvas* const canvas, Poly* poly, uint8_t x, uint8_t y, float a) {
  147. Poly rot;
  148. rotate_poly(&rot, poly, a);
  149. canvas_set_color(canvas, ColorBlack);
  150. for(uint32_t j = 0; j < rot.points; j++) {
  151. uint32_t a = j;
  152. uint32_t b = j + 1;
  153. if(b == rot.points) b = 0;
  154. canvas_draw_line(canvas, x + rot.x[a], y + rot.y[a], x + rot.x[b], y + rot.y[b]);
  155. }
  156. }
  157. /* A bullet is just a + pixels pattern. A single pixel is not
  158. * visible enough. */
  159. void draw_bullet(Canvas* const canvas, Bullet* b) {
  160. canvas_draw_dot(canvas, b->x - 1, b->y);
  161. canvas_draw_dot(canvas, b->x + 1, b->y);
  162. canvas_draw_dot(canvas, b->x, b->y);
  163. canvas_draw_dot(canvas, b->x, b->y - 1);
  164. canvas_draw_dot(canvas, b->x, b->y + 1);
  165. }
  166. /* Draw an asteroid. The asteroid shapes is computed on the fly and
  167. * is not stored in a permanent shape structure. In order to generate
  168. * the shape, we use an initial fixed shape that we resize according
  169. * to the asteroid size, perturbate according to the asteroid shape
  170. * seed, and finally draw it rotated of the right amount. */
  171. void draw_asteroid(Canvas* const canvas, Asteroid* ast) {
  172. Poly ap;
  173. /* Start with what is kinda of a circle. Note that this could be
  174. * stored into a template and copied here, to avoid computing
  175. * sin() / cos(). But the Flipper can handle it without problems. */
  176. uint8_t r = ast->shape_seed;
  177. for(int j = 0; j < 8; j++) {
  178. float a = (PI * 2) / 8 * j;
  179. /* Before generating the point, to make the shape unique generate
  180. * a random factor between .7 and 1.3 to scale the distance from
  181. * the center. However this asteroid should have its unique shape
  182. * that remains always the same, so we use a predictable PRNG
  183. * implemented by an 8 bit shift register. */
  184. lfsr_next(&r);
  185. float scaling = .7 + ((float)r / 255 * .6);
  186. ap.x[j] = (float)sin(a) * ast->size * scaling;
  187. ap.y[j] = (float)cos(a) * ast->size * scaling;
  188. }
  189. ap.points = 8;
  190. draw_poly(canvas, &ap, ast->x, ast->y, ast->rot);
  191. }
  192. /* Draw small ships in the top-right part of the screen, one for
  193. * each left live. */
  194. void draw_left_lives(Canvas* const canvas, AsteroidsApp* app) {
  195. int lives = app->lives;
  196. int x = SCREEN_XRES - 5;
  197. Poly mini_ship = {{-2, 0, 2}, {-2, 4, -2}, 3};
  198. while(lives--) {
  199. draw_poly(canvas, &mini_ship, x, 6, PI);
  200. x -= 6;
  201. }
  202. }
  203. /* Given the current position, update it according to the velocity and
  204. * wrap it back to the other side if the object went over the screen. */
  205. void update_pos_by_velocity(float* x, float* y, float vx, float vy) {
  206. /* Return back from one side to the other of the screen. */
  207. *x += vx;
  208. *y += vy;
  209. if(*x >= SCREEN_XRES)
  210. *x = 0;
  211. else if(*x < 0)
  212. *x = SCREEN_XRES - 1;
  213. if(*y >= SCREEN_YRES)
  214. *y = 0;
  215. else if(*y < 0)
  216. *y = SCREEN_YRES - 1;
  217. }
  218. /* Render the current game screen. */
  219. void render_callback(Canvas* const canvas, void* ctx) {
  220. AsteroidsApp* app = ctx;
  221. /* Clear screen. */
  222. canvas_set_color(canvas, ColorWhite);
  223. canvas_draw_box(canvas, 0, 0, SCREEN_XRES - 1, SCREEN_YRES - 1);
  224. /* Draw score. */
  225. canvas_set_color(canvas, ColorBlack);
  226. canvas_set_font(canvas, FontSecondary);
  227. char score[32];
  228. snprintf(score, sizeof(score), "%lu", app->score);
  229. canvas_draw_str(canvas, 0, 8, score);
  230. /* Draw left ships. */
  231. draw_left_lives(canvas, app);
  232. /* Draw ship, asteroids, bullets. */
  233. draw_poly(canvas, &ShipPoly, app->ship.x, app->ship.y, app->ship.rot);
  234. if(key_pressed_time(app, InputKeyUp) > 0) {
  235. draw_poly(canvas, &ShipFirePoly, app->ship.x, app->ship.y, app->ship.rot);
  236. }
  237. for(int j = 0; j < app->bullets_num; j++) draw_bullet(canvas, &app->bullets[j]);
  238. for(int j = 0; j < app->asteroids_num; j++) draw_asteroid(canvas, &app->asteroids[j]);
  239. /* Game over text. */
  240. if(app->gameover) {
  241. canvas_set_color(canvas, ColorBlack);
  242. canvas_set_font(canvas, FontPrimary);
  243. // TODO: if new highscore, display blinking "New High Score"
  244. // Display High Score
  245. if(app->is_new_highscore) {
  246. canvas_draw_str(canvas, 22, 9, "New High Score!");
  247. } else {
  248. canvas_draw_str(canvas, 36, 9, "High Score");
  249. }
  250. // Convert highscore to string
  251. int length = snprintf(NULL, 0, "%lu", app->highscore);
  252. char* str_high_score = malloc(length + 1);
  253. snprintf(str_high_score, length + 1, "%lu", app->highscore);
  254. // Get length to center on screen
  255. int nDigits = 0;
  256. if(app->highscore > 0) {
  257. nDigits = floor(log10(app->highscore)) + 1;
  258. }
  259. // Draw highscore centered
  260. canvas_draw_str(canvas, (SCREEN_XRES / 2) - (nDigits * 2), 20, str_high_score);
  261. free(str_high_score);
  262. canvas_draw_str(canvas, 28, 35, "GAME OVER");
  263. canvas_set_font(canvas, FontSecondary);
  264. canvas_draw_str(canvas, 25, 50, "Press OK to restart");
  265. }
  266. }
  267. /* ============================ Game logic ================================== */
  268. float distance(float x1, float y1, float x2, float y2) {
  269. float dx = x1 - x2;
  270. float dy = y1 - y2;
  271. return sqrt(dx * dx + dy * dy);
  272. }
  273. /* Detect a collision between the object at x1,y1 of radius r1 and
  274. * the object at x2, y2 of radius r2. A factor < 1 will make the
  275. * function detect the collision even if the objects are yet not
  276. * relly touching, while a factor > 1 will make it detect the collision
  277. * only after they are a bit overlapping. It basically is used to
  278. * rescale the distance.
  279. *
  280. * Note that in this simplified 2D world, objects are all considered
  281. * spheres (this is why this function only takes the radius). This
  282. * is, after all, kinda accurate for asteroids, for bullets, and
  283. * even for the ship "core" itself. */
  284. bool objects_are_colliding(float x1, float y1, float r1, float x2, float y2, float r2, float factor) {
  285. /* The objects are colliding if the distance between object 1 and 2
  286. * is smaller than the sum of the two radiuses r1 and r2.
  287. * So it would be like: sqrt((x1-x2)^2+(y1-y2)^2) < r1+r2.
  288. * However we can avoid computing the sqrt (which is slow) by
  289. * squaring the second term and removing the square root, making
  290. * the comparison like this:
  291. *
  292. * (x1-x2)^2+(y1-y2)^2 < (r1+r2)^2. */
  293. float dx = (x1 - x2) * factor;
  294. float dy = (y1 - y2) * factor;
  295. float rsum = r1 + r2;
  296. return dx * dx + dy * dy < rsum * rsum;
  297. }
  298. /* Create a new bullet headed in the same direction of the ship. */
  299. void ship_fire_bullet(AsteroidsApp* app) {
  300. if(app->bullets_num == MAXBUL) return;
  301. notification_message(furi_record_open(RECORD_NOTIFICATION), &sequence_bullet_fired);
  302. Bullet* b = &app->bullets[app->bullets_num];
  303. b->x = app->ship.x;
  304. b->y = app->ship.y;
  305. b->vx = -sin(app->ship.rot);
  306. b->vy = cos(app->ship.rot);
  307. /* Ship should fire from its head, not in the middle. */
  308. b->x += b->vx * 5;
  309. b->y += b->vy * 5;
  310. /* Give the bullet some velocity (for now the vector is just
  311. * normalized to 1). */
  312. b->vx *= 3;
  313. b->vy *= 3;
  314. /* It's more realistic if we add the velocity vector of the
  315. * ship, too. Otherwise if the ship is going fast the bullets
  316. * will be slower, which is not how the world works. */
  317. b->vx += app->ship.vx;
  318. b->vy += app->ship.vy;
  319. b->ttl = TTLBUL; /* The bullet will disappear after N ticks. */
  320. app->bullets_num++;
  321. }
  322. /* Remove the specified bullet by id (index in the array). */
  323. void remove_bullet(AsteroidsApp* app, int bid) {
  324. /* Replace the top bullet with the empty space left
  325. * by the removal of this bullet. This way we always take the
  326. * array dense, which is an advantage when looping. */
  327. int n = --app->bullets_num;
  328. if(n && bid != n) app->bullets[bid] = app->bullets[n];
  329. }
  330. /* Create a new asteroid, away from the ship. Return the
  331. * pointer to the asteroid object, so that the caller can change
  332. * certain things of the asteroid if needed. */
  333. Asteroid* add_asteroid(AsteroidsApp* app) {
  334. if(app->asteroids_num == MAXAST) return NULL;
  335. float size = 4 + rand() % 15;
  336. float min_distance = 20;
  337. float x, y;
  338. do {
  339. x = rand() % SCREEN_XRES;
  340. y = rand() % SCREEN_YRES;
  341. } while(distance(app->ship.x, app->ship.y, x, y) < min_distance + size);
  342. Asteroid* a = &app->asteroids[app->asteroids_num++];
  343. a->x = x;
  344. a->y = y;
  345. a->vx = 2 * (-.5 + ((float)rand() / RAND_MAX));
  346. a->vy = 2 * (-.5 + ((float)rand() / RAND_MAX));
  347. a->size = size;
  348. a->rot = 0;
  349. a->rot_speed = ((float)rand() / RAND_MAX) / 10;
  350. if(app->ticks & 1) a->rot_speed = -(a->rot_speed);
  351. a->shape_seed = rand() & 255;
  352. return a;
  353. }
  354. /* Remove the specified asteroid by id (index in the array). */
  355. void remove_asteroid(AsteroidsApp* app, int id) {
  356. /* Replace the top asteroid with the empty space left
  357. * by the removal of this one. This way we always take the
  358. * array dense, which is an advantage when looping. */
  359. int n = --app->asteroids_num;
  360. if(n && id != n) app->asteroids[id] = app->asteroids[n];
  361. }
  362. /* Called when an asteroid was reached by a bullet. The asteroid
  363. * hit is the one with the specified 'id'. */
  364. void asteroid_was_hit(AsteroidsApp* app, int id) {
  365. float sizelimit = 6; // Smaller than that polverize in one shot.
  366. Asteroid* a = &app->asteroids[id];
  367. /* Asteroid is large enough to break into fragments. */
  368. float size = a->size;
  369. float x = a->x, y = a->y;
  370. remove_asteroid(app, id);
  371. if(size > sizelimit) {
  372. int max_fragments = size / sizelimit;
  373. int fragments = 2 + rand() % max_fragments;
  374. float newsize = size / fragments;
  375. if(newsize < 2) newsize = 2;
  376. for(int j = 0; j < fragments; j++) {
  377. a = add_asteroid(app);
  378. if(a == NULL) break; // Too many asteroids on screen.
  379. a->x = x + -(size / 2) + rand() % (int)newsize;
  380. a->y = y + -(size / 2) + rand() % (int)newsize;
  381. a->size = newsize;
  382. }
  383. } else {
  384. app->score++;
  385. if(app->score > app->highscore) {
  386. app->is_new_highscore = true;
  387. app->highscore = app->score; // Show on Game Over Screen and future main menu
  388. }
  389. }
  390. }
  391. /* Set gameover state. When in game-over mode, the game displays a gameover
  392. * text with a background of many asteroids floating around. */
  393. void game_over(AsteroidsApp* app) {
  394. save_game(app); // Save highscore
  395. app->gameover = true;
  396. app->lives = GAME_START_LIVES; // Show 3 lives in game over screen to match new game start
  397. }
  398. /* Function called when a collision between the asteroid and the
  399. * ship is detected. */
  400. void ship_was_hit(AsteroidsApp* app) {
  401. app->ship_hit = SHIP_HIT_ANIMATION_LEN;
  402. if(app->lives) {
  403. app->lives--;
  404. } else {
  405. game_over(app);
  406. }
  407. }
  408. /* Restart game after the ship is hit. Will reset the ship position, bullets
  409. * and asteroids to restart the game. */
  410. void restart_game(AsteroidsApp* app) {
  411. app->ship.x = SCREEN_XRES / 2;
  412. app->ship.y = SCREEN_YRES / 2;
  413. app->ship.rot = PI; /* Start headed towards top. */
  414. app->ship.vx = 0;
  415. app->ship.vy = 0;
  416. app->bullets_num = 0;
  417. app->last_bullet_tick = 0;
  418. app->asteroids_num = 0;
  419. app->ship_hit = 0;
  420. }
  421. /* Called after gameover to restart the game. This function
  422. * also calls restart_game(). */
  423. void restart_game_after_gameover(AsteroidsApp* app) {
  424. app->gameover = false;
  425. app->ticks = 0;
  426. app->score = 0;
  427. app->is_new_highscore = false;
  428. app->lives = GAME_START_LIVES - 1;
  429. restart_game(app);
  430. }
  431. /* Move bullets. */
  432. void update_bullets_position(AsteroidsApp* app) {
  433. for(int j = 0; j < app->bullets_num; j++) {
  434. update_pos_by_velocity(
  435. &app->bullets[j].x, &app->bullets[j].y, app->bullets[j].vx, app->bullets[j].vy);
  436. if(--app->bullets[j].ttl == 0) {
  437. remove_bullet(app, j);
  438. j--; /* Process this bullet index again: the removal will
  439. fill it with the top bullet to take the array dense. */
  440. }
  441. }
  442. }
  443. /* Move asteroids. */
  444. void update_asteroids_position(AsteroidsApp* app) {
  445. for(int j = 0; j < app->asteroids_num; j++) {
  446. update_pos_by_velocity(
  447. &app->asteroids[j].x, &app->asteroids[j].y, app->asteroids[j].vx, app->asteroids[j].vy);
  448. app->asteroids[j].rot += app->asteroids[j].rot_speed;
  449. if(app->asteroids[j].rot < 0)
  450. app->asteroids[j].rot = 2 * PI;
  451. else if(app->asteroids[j].rot > 2 * PI)
  452. app->asteroids[j].rot = 0;
  453. }
  454. }
  455. /* Collision detection and game state update based on collisions. */
  456. void detect_collisions(AsteroidsApp* app) {
  457. /* Detect collision between bullet and asteroid. */
  458. for(int j = 0; j < app->bullets_num; j++) {
  459. Bullet* b = &app->bullets[j];
  460. for(int i = 0; i < app->asteroids_num; i++) {
  461. Asteroid* a = &app->asteroids[i];
  462. if(objects_are_colliding(a->x, a->y, a->size, b->x, b->y, 1.5, 1)) {
  463. asteroid_was_hit(app, i);
  464. remove_bullet(app, j);
  465. /* The bullet no longer exist. Break the loop.
  466. * However we want to start processing from the
  467. * same bullet index, since now it is used by
  468. * another bullet (see remove_bullet()). */
  469. j--; /* Scan this j value again. */
  470. break;
  471. }
  472. }
  473. }
  474. /* Detect collision between ship and asteroid. */
  475. for(int j = 0; j < app->asteroids_num; j++) {
  476. Asteroid* a = &app->asteroids[j];
  477. if(objects_are_colliding(a->x, a->y, a->size, app->ship.x, app->ship.y, 4, 1)) {
  478. ship_was_hit(app);
  479. break;
  480. }
  481. }
  482. }
  483. /* This is the main game execution function, called 10 times for
  484. * second (with the Flipper screen latency, an higher FPS does not
  485. * make sense). In this function we update the position of objects based
  486. * on velocity. Detect collisions. Update the score and so forth.
  487. *
  488. * Each time this function is called, app->tick is incremented. */
  489. void game_tick(void* ctx) {
  490. AsteroidsApp* app = ctx;
  491. /* There are two special screens:
  492. *
  493. * 1. Ship was hit, we frozen the game as long as ship_hit isn't zero
  494. * again, and show an animation of a rotating ship. */
  495. if(app->ship_hit) {
  496. notification_message(furi_record_open(RECORD_NOTIFICATION), &sequence_crash);
  497. app->ship.rot += 0.5;
  498. app->ship_hit--;
  499. view_port_update(app->view_port);
  500. if(app->ship_hit == 0) {
  501. restart_game(app);
  502. }
  503. return;
  504. } else if(app->gameover) {
  505. /* 2. Game over. We need to update only background asteroids. In this
  506. * state the game just displays a GAME OVER text with the floating
  507. * asteroids in backgroud. */
  508. if(key_pressed_time(app, InputKeyOk) > 100) {
  509. restart_game_after_gameover(app);
  510. }
  511. update_asteroids_position(app);
  512. view_port_update(app->view_port);
  513. return;
  514. }
  515. /* Handle keypresses. */
  516. if(app->pressed[InputKeyLeft]) app->ship.rot -= .35;
  517. if(app->pressed[InputKeyRight]) app->ship.rot += .35;
  518. if(app->pressed[InputKeyUp]) {
  519. app->ship.vx -= 0.5 * (float)sin(app->ship.rot);
  520. app->ship.vy += 0.5 * (float)cos(app->ship.rot);
  521. } else if(app->pressed[InputKeyDown]) {
  522. app->ship.vx *= 0.75;
  523. app->ship.vy *= 0.75;
  524. }
  525. /* Fire a bullet if needed. app->fire is set in
  526. * asteroids_update_keypress_state() since depends on exact
  527. * pressure timing. */
  528. if(app->fire) {
  529. uint32_t bullet_min_period = 200; // In milliseconds
  530. uint32_t now = furi_get_tick();
  531. if(now - app->last_bullet_tick >= bullet_min_period) {
  532. ship_fire_bullet(app);
  533. app->last_bullet_tick = now;
  534. }
  535. app->fire = false;
  536. }
  537. /* Update positions and detect collisions. */
  538. update_pos_by_velocity(&app->ship.x, &app->ship.y, app->ship.vx, app->ship.vy);
  539. update_bullets_position(app);
  540. update_asteroids_position(app);
  541. detect_collisions(app);
  542. /* From time to time, create a new asteroid. The more asteroids
  543. * already on the screen, the smaller probability of creating
  544. * a new one. */
  545. if(app->asteroids_num == 0 || (random() % 5000) < (30 / (1 + app->asteroids_num))) {
  546. add_asteroid(app);
  547. }
  548. app->ticks++;
  549. view_port_update(app->view_port);
  550. }
  551. /* ======================== Flipper specific code =========================== */
  552. bool load_game(AsteroidsApp* app) {
  553. Storage* storage = furi_record_open(RECORD_STORAGE);
  554. File* file = storage_file_alloc(storage);
  555. uint16_t bytes_readed = 0;
  556. if(storage_file_open(file, SAVING_FILENAME, FSAM_READ, FSOM_OPEN_EXISTING)) {
  557. bytes_readed = storage_file_read(file, app, sizeof(AsteroidsApp));
  558. }
  559. storage_file_close(file);
  560. storage_file_free(file);
  561. furi_record_close(RECORD_STORAGE);
  562. return bytes_readed == sizeof(AsteroidsApp);
  563. }
  564. void save_game(AsteroidsApp* app) {
  565. Storage* storage = furi_record_open(RECORD_STORAGE);
  566. if(storage_common_stat(storage, SAVING_DIRECTORY, NULL) == FSE_NOT_EXIST) {
  567. if(!storage_simply_mkdir(storage, SAVING_DIRECTORY)) {
  568. return;
  569. }
  570. }
  571. File* file = storage_file_alloc(storage);
  572. if(storage_file_open(file, SAVING_FILENAME, FSAM_WRITE, FSOM_CREATE_ALWAYS)) {
  573. storage_file_write(file, app, sizeof(AsteroidsApp));
  574. }
  575. storage_file_close(file);
  576. storage_file_free(file);
  577. furi_record_close(RECORD_STORAGE);
  578. }
  579. /* Here all we do is putting the events into the queue that will be handled
  580. * in the while() loop of the app entry point function. */
  581. void input_callback(InputEvent* input_event, void* ctx) {
  582. AsteroidsApp* app = ctx;
  583. furi_message_queue_put(app->event_queue, input_event, FuriWaitForever);
  584. }
  585. /* Allocate the application state and initialize a number of stuff.
  586. * This is called in the entry point to create the application state. */
  587. AsteroidsApp* asteroids_app_alloc() {
  588. AsteroidsApp* app = malloc(sizeof(AsteroidsApp));
  589. load_game(app);
  590. app->gui = furi_record_open(RECORD_GUI);
  591. app->view_port = view_port_alloc();
  592. view_port_draw_callback_set(app->view_port, render_callback, app);
  593. view_port_input_callback_set(app->view_port, input_callback, app);
  594. gui_add_view_port(app->gui, app->view_port, GuiLayerFullscreen);
  595. app->event_queue = furi_message_queue_alloc(8, sizeof(InputEvent));
  596. app->running = 1; /* Turns 0 when back is pressed. */
  597. restart_game_after_gameover(app);
  598. memset(app->pressed, 0, sizeof(app->pressed));
  599. return app;
  600. }
  601. /* Free what the application allocated. It is not clear to me if the
  602. * Flipper OS, once the application exits, will be able to reclaim space
  603. * even if we forget to free something here. */
  604. void asteroids_app_free(AsteroidsApp* app) {
  605. furi_assert(app);
  606. // View related.
  607. view_port_enabled_set(app->view_port, false);
  608. gui_remove_view_port(app->gui, app->view_port);
  609. view_port_free(app->view_port);
  610. furi_record_close(RECORD_GUI);
  611. furi_message_queue_free(app->event_queue);
  612. app->gui = NULL;
  613. free(app);
  614. }
  615. /* Return the time in milliseconds the specified key is continuously
  616. * pressed. Or 0 if it is not pressed. */
  617. uint32_t key_pressed_time(AsteroidsApp* app, InputKey key) {
  618. return app->pressed[key] == 0 ? 0 : furi_get_tick() - app->pressed[key];
  619. }
  620. /* Handle keys interaction. */
  621. void asteroids_update_keypress_state(AsteroidsApp* app, InputEvent input) {
  622. // Allow Rapid fire
  623. if(input.key == InputKeyOk) {
  624. app->fire = true;
  625. }
  626. if(input.type == InputTypePress) {
  627. app->pressed[input.key] = furi_get_tick();
  628. } else if(input.type == InputTypeRelease) {
  629. app->pressed[input.key] = 0;
  630. }
  631. }
  632. int32_t asteroids_app_entry(void* p) {
  633. UNUSED(p);
  634. AsteroidsApp* app = asteroids_app_alloc();
  635. /* Create a timer. We do data analysis in the callback. */
  636. FuriTimer* timer = furi_timer_alloc(game_tick, FuriTimerTypePeriodic, app);
  637. furi_timer_start(timer, furi_kernel_get_tick_frequency() / 10);
  638. /* This is the main event loop: here we get the events that are pushed
  639. * in the queue by input_callback(), and process them one after the
  640. * other. */
  641. InputEvent input;
  642. while(app->running) {
  643. FuriStatus qstat = furi_message_queue_get(app->event_queue, &input, 100);
  644. if(qstat == FuriStatusOk) {
  645. if(DEBUG_MSG)
  646. FURI_LOG_E(TAG, "Main Loop - Input: type %d key %u", input.type, input.key);
  647. /* Handle navigation here. Then handle view-specific inputs
  648. * in the view specific handling function. */
  649. if(input.type == InputTypeShort && input.key == InputKeyBack) {
  650. app->running = 0;
  651. } else {
  652. asteroids_update_keypress_state(app, input);
  653. }
  654. } else {
  655. /* Useful to understand if the app is still alive when it
  656. * does not respond because of bugs. */
  657. if(DEBUG_MSG) {
  658. static int c = 0;
  659. c++;
  660. if(!(c % 20)) FURI_LOG_E(TAG, "Loop timeout");
  661. }
  662. }
  663. }
  664. furi_timer_free(timer);
  665. asteroids_app_free(app);
  666. return 0;
  667. }