laser_tag_app.c 14 KB

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  1. #include "laser_tag_app.h"
  2. #include "laser_tag_view.h"
  3. #include "infrared_controller.h"
  4. #include "game_state.h"
  5. #include <furi.h>
  6. #include <gui/gui.h>
  7. #include <input/input.h>
  8. #include <notification/notification.h>
  9. #define TAG "LaserTagApp"
  10. struct LaserTagApp {
  11. Gui* gui;
  12. ViewPort* view_port;
  13. LaserTagView* view;
  14. FuriMessageQueue* event_queue;
  15. FuriTimer* timer;
  16. NotificationApp* notifications;
  17. InfraredController* ir_controller;
  18. GameState* game_state;
  19. LaserTagState state;
  20. bool need_redraw;
  21. };
  22. const NotificationSequence sequence_vibro_1 = {&message_vibro_on, &message_vibro_off, NULL};
  23. const NotificationSequence sequence_short_beep =
  24. {&message_note_c4, &message_delay_50, &message_sound_off, NULL};
  25. static void laser_tag_app_timer_callback(void* context) {
  26. furi_assert(context);
  27. LaserTagApp* app = context;
  28. FURI_LOG_D(TAG, "Timer callback triggered");
  29. if(app->state == LaserTagStateSplashScreen) {
  30. if(game_state_get_time(app->game_state) >= 2) {
  31. FURI_LOG_I(TAG, "Splash screen time over, switching to TeamSelect");
  32. app->state = LaserTagStateTeamSelect;
  33. game_state_reset(app->game_state);
  34. FURI_LOG_D(TAG, "Game state reset after splash screen");
  35. } else {
  36. FURI_LOG_D(TAG, "Updating splash screen time");
  37. game_state_update_time(app->game_state, 1);
  38. }
  39. } else if(app->state == LaserTagStateGame) {
  40. FURI_LOG_D(TAG, "Updating game time by 1 second");
  41. game_state_update_time(app->game_state, 1);
  42. }
  43. if(app->view) {
  44. FURI_LOG_D(TAG, "Updating view with the latest game state");
  45. laser_tag_view_update(app->view, app->game_state);
  46. app->need_redraw = true;
  47. }
  48. }
  49. static void laser_tag_app_input_callback(InputEvent* input_event, void* context) {
  50. furi_assert(context);
  51. LaserTagApp* app = context;
  52. FURI_LOG_D(TAG, "Input event received: type=%d, key=%d", input_event->type, input_event->key);
  53. furi_message_queue_put(app->event_queue, input_event, 0);
  54. FURI_LOG_D(TAG, "Input event queued successfully");
  55. }
  56. static void laser_tag_app_draw_callback(Canvas* canvas, void* context) {
  57. furi_assert(context);
  58. LaserTagApp* app = context;
  59. FURI_LOG_D(TAG, "Entering draw callback");
  60. if(app->state == LaserTagStateSplashScreen) {
  61. canvas_clear(canvas);
  62. canvas_set_font(canvas, FontPrimary);
  63. canvas_draw_str(canvas, 5, 20, "Laser Tag!");
  64. canvas_set_font(canvas, FontSecondary);
  65. canvas_draw_str(canvas, 5, 40, "https://github.com/");
  66. canvas_draw_str(canvas, 5, 50, "RocketGod-git/");
  67. canvas_draw_str(canvas, 5, 60, "Flipper-Zero-Laser-Tag");
  68. canvas_draw_frame(canvas, 0, 0, 128, 64);
  69. canvas_draw_line(canvas, 0, 30, 127, 30);
  70. canvas_draw_circle(canvas, 110, 15, 12);
  71. canvas_draw_disc(canvas, 110, 15, 4);
  72. } else if(app->state == LaserTagStateTeamSelect) {
  73. canvas_clear(canvas);
  74. canvas_draw_frame(canvas, 0, 0, 128, 64);
  75. canvas_set_font(canvas, FontPrimary);
  76. canvas_draw_str(canvas, 14, 13, "SELECT TEAM");
  77. canvas_draw_line(canvas, 0, 16, 127, 16);
  78. canvas_set_font(canvas, FontSecondary);
  79. canvas_draw_str(canvas, 5, 30, "LEFT");
  80. canvas_draw_str(canvas, 95, 30, "RIGHT");
  81. canvas_set_font(canvas, FontPrimary);
  82. canvas_draw_str(canvas, 10, 45, "RED");
  83. canvas_draw_str(canvas, 95, 45, "BLUE");
  84. // Gun icon for Red team
  85. canvas_draw_line(canvas, 10, 50, 25, 50);
  86. canvas_draw_line(canvas, 25, 50, 25, 55);
  87. canvas_draw_line(canvas, 10, 55, 25, 55);
  88. canvas_draw_line(canvas, 15, 55, 15, 60);
  89. // Gun icon for Blue team (facing left)
  90. canvas_draw_line(canvas, 95, 50, 110, 50);
  91. canvas_draw_line(canvas, 95, 50, 95, 55);
  92. canvas_draw_line(canvas, 95, 55, 110, 55);
  93. canvas_draw_line(canvas, 105, 55, 105, 60);
  94. // Laser beams
  95. canvas_draw_line(canvas, 25, 52, 60, 32);
  96. canvas_draw_line(canvas, 95, 52, 60, 32);
  97. // Targets where lasers hit
  98. canvas_draw_circle(canvas, 60, 32, 5);
  99. canvas_draw_circle(canvas, 60, 32, 2);
  100. } else if(app->state == LaserTagStateGameOver) {
  101. canvas_clear(canvas);
  102. canvas_set_font(canvas, FontPrimary);
  103. // Display "GAME OVER!" centered on the screen
  104. canvas_draw_str_aligned(canvas, 64, 25, AlignCenter, AlignCenter, "GAME OVER!");
  105. // Add a solid block border around the screen
  106. for(int x = 0; x < 128; x += 8) {
  107. canvas_draw_box(canvas, x, 0, 8, 8);
  108. canvas_draw_box(canvas, x, 56, 8, 8);
  109. }
  110. for(int y = 8; y < 56; y += 8) {
  111. canvas_draw_box(canvas, 0, y, 8, 8);
  112. canvas_draw_box(canvas, 120, y, 8, 8);
  113. }
  114. canvas_set_font(canvas, FontSecondary);
  115. canvas_draw_str_aligned(canvas, 64, 50, AlignCenter, AlignCenter, "Press OK to Restart");
  116. } else if(app->view) {
  117. FURI_LOG_D(TAG, "Drawing game view");
  118. laser_tag_view_draw(laser_tag_view_get_view(app->view), canvas);
  119. }
  120. FURI_LOG_D(TAG, "Exiting draw callback");
  121. }
  122. LaserTagApp* laser_tag_app_alloc() {
  123. FURI_LOG_D(TAG, "Allocating Laser Tag App");
  124. LaserTagApp* app = malloc(sizeof(LaserTagApp));
  125. if(!app) {
  126. FURI_LOG_E(TAG, "Failed to allocate LaserTagApp");
  127. return NULL;
  128. }
  129. FURI_LOG_I(TAG, "LaserTagApp allocated successfully");
  130. memset(app, 0, sizeof(LaserTagApp));
  131. app->gui = furi_record_open(RECORD_GUI);
  132. app->view_port = view_port_alloc();
  133. app->view = laser_tag_view_alloc();
  134. app->notifications = furi_record_open(RECORD_NOTIFICATION);
  135. app->game_state = game_state_alloc();
  136. app->event_queue = furi_message_queue_alloc(8, sizeof(InputEvent));
  137. if(!app->gui || !app->view_port || !app->view || !app->notifications || !app->game_state ||
  138. !app->event_queue) {
  139. FURI_LOG_E(TAG, "Failed to allocate resources for LaserTagApp");
  140. laser_tag_app_free(app);
  141. return NULL;
  142. }
  143. app->state = LaserTagStateSplashScreen;
  144. app->need_redraw = true;
  145. FURI_LOG_I(TAG, "Initial state set to SplashScreen");
  146. view_port_draw_callback_set(app->view_port, laser_tag_app_draw_callback, app);
  147. view_port_input_callback_set(app->view_port, laser_tag_app_input_callback, app);
  148. gui_add_view_port(app->gui, app->view_port, GuiLayerFullscreen);
  149. FURI_LOG_D(TAG, "ViewPort callbacks set and added to GUI");
  150. app->timer = furi_timer_alloc(laser_tag_app_timer_callback, FuriTimerTypePeriodic, app);
  151. if(!app->timer) {
  152. FURI_LOG_E(TAG, "Failed to allocate timer");
  153. laser_tag_app_free(app);
  154. return NULL;
  155. }
  156. FURI_LOG_I(TAG, "Timer allocated");
  157. furi_timer_start(app->timer, furi_kernel_get_tick_frequency());
  158. FURI_LOG_D(TAG, "Timer started");
  159. return app;
  160. }
  161. void laser_tag_app_free(LaserTagApp* app) {
  162. FURI_LOG_D(TAG, "Freeing Laser Tag App");
  163. furi_assert(app);
  164. furi_timer_free(app->timer);
  165. view_port_enabled_set(app->view_port, false);
  166. gui_remove_view_port(app->gui, app->view_port);
  167. view_port_free(app->view_port);
  168. laser_tag_view_free(app->view);
  169. furi_message_queue_free(app->event_queue);
  170. if(app->ir_controller) {
  171. infrared_controller_free(app->ir_controller);
  172. }
  173. free(app->game_state);
  174. furi_record_close(RECORD_GUI);
  175. furi_record_close(RECORD_NOTIFICATION);
  176. free(app);
  177. FURI_LOG_I(TAG, "Laser Tag App freed successfully");
  178. }
  179. void laser_tag_app_fire(LaserTagApp* app) {
  180. furi_assert(app);
  181. FURI_LOG_D(TAG, "Firing laser");
  182. if(!app->ir_controller) {
  183. FURI_LOG_E(TAG, "IR controller is NULL in laser_tag_app_fire");
  184. return;
  185. }
  186. infrared_controller_send(app->ir_controller);
  187. FURI_LOG_D(TAG, "Laser fired, decreasing ammo by 1");
  188. game_state_decrease_ammo(app->game_state, 1);
  189. notification_message(app->notifications, &sequence_short_beep);
  190. if(game_state_get_team(app->game_state) == TeamBlue) {
  191. notification_message(app->notifications, &sequence_blink_blue_100);
  192. FURI_LOG_I(TAG, "Notifying user with blink blue and short beep");
  193. } else {
  194. notification_message(app->notifications, &sequence_blink_red_100);
  195. FURI_LOG_I(TAG, "Notifying user with blink red and short beep");
  196. }
  197. app->need_redraw = true;
  198. }
  199. void laser_tag_app_handle_hit(LaserTagApp* app) {
  200. furi_assert(app);
  201. FURI_LOG_D(TAG, "Handling hit, decreasing health by 10");
  202. game_state_decrease_health(app->game_state, 10);
  203. notification_message(app->notifications, &sequence_vibro_1);
  204. FURI_LOG_I(TAG, "Notifying user with vibration");
  205. if(game_state_is_game_over(app->game_state)) {
  206. FURI_LOG_I(TAG, "Game over, switching to Game Over screen");
  207. notification_message(app->notifications, &sequence_error);
  208. app->state = LaserTagStateGameOver;
  209. app->need_redraw = true;
  210. }
  211. }
  212. static bool laser_tag_app_enter_game_state(LaserTagApp* app) {
  213. furi_assert(app);
  214. FURI_LOG_I(TAG, "Entering game state");
  215. app->state = LaserTagStateGame;
  216. game_state_reset(app->game_state);
  217. FURI_LOG_D(TAG, "Game state reset");
  218. laser_tag_view_update(app->view, app->game_state);
  219. FURI_LOG_D(TAG, "View updated with new game state");
  220. app->ir_controller = infrared_controller_alloc();
  221. if(!app->ir_controller) {
  222. FURI_LOG_E(TAG, "Failed to allocate IR controller");
  223. return false;
  224. }
  225. FURI_LOG_I(TAG, "IR controller allocated");
  226. infrared_controller_set_team(app->ir_controller, game_state_get_team(app->game_state));
  227. FURI_LOG_D(TAG, "IR controller team set");
  228. app->need_redraw = true;
  229. return true;
  230. }
  231. int32_t laser_tag_app(void* p) {
  232. UNUSED(p);
  233. FURI_LOG_I(TAG, "Laser Tag app starting");
  234. LaserTagApp* app = laser_tag_app_alloc();
  235. if(!app) {
  236. FURI_LOG_E(TAG, "Failed to allocate application");
  237. return -1;
  238. }
  239. FURI_LOG_D(TAG, "LaserTagApp allocated successfully");
  240. InputEvent event;
  241. bool running = true;
  242. while(running) {
  243. FURI_LOG_D(TAG, "Start of main loop iteration");
  244. FuriStatus status = furi_message_queue_get(app->event_queue, &event, 100);
  245. if(status == FuriStatusOk) {
  246. FURI_LOG_D(TAG, "Received input event: type=%d, key=%d", event.type, event.key);
  247. if(event.type == InputTypePress || event.type == InputTypeRepeat) {
  248. if(app->state == LaserTagStateSplashScreen ||
  249. app->state == LaserTagStateTeamSelect) {
  250. switch(event.key) {
  251. case InputKeyLeft:
  252. FURI_LOG_I(TAG, "Red team selected");
  253. game_state_set_team(app->game_state, TeamRed);
  254. if(!laser_tag_app_enter_game_state(app)) {
  255. running = false;
  256. }
  257. break;
  258. case InputKeyRight:
  259. FURI_LOG_I(TAG, "Blue team selected");
  260. game_state_set_team(app->game_state, TeamBlue);
  261. if(!laser_tag_app_enter_game_state(app)) {
  262. running = false;
  263. }
  264. break;
  265. case InputKeyBack:
  266. FURI_LOG_I(TAG, "Back key pressed, exiting");
  267. running = false;
  268. break;
  269. default:
  270. break;
  271. }
  272. } else if(app->state == LaserTagStateGameOver) {
  273. if(event.key == InputKeyOk) {
  274. FURI_LOG_I(TAG, "OK key pressed, restarting game");
  275. // Restart game by resetting game state and transitioning to splash screen
  276. game_state_reset(app->game_state);
  277. app->state = LaserTagStateSplashScreen;
  278. app->need_redraw = true;
  279. }
  280. } else if(app->state == LaserTagStateGame) {
  281. if(event.key == InputKeyDown && game_state_get_ammo(app->game_state) == 0) {
  282. // Reload ammo when Down button is pressed and ammo is depleted
  283. FURI_LOG_I(TAG, "Down key pressed, reloading ammo");
  284. game_state_increase_ammo(app->game_state, INITIAL_AMMO);
  285. app->need_redraw = true;
  286. } else {
  287. switch(event.key) {
  288. case InputKeyBack:
  289. FURI_LOG_I(TAG, "Back key pressed, exiting");
  290. running = false;
  291. break;
  292. case InputKeyOk:
  293. FURI_LOG_I(TAG, "OK key pressed, firing laser");
  294. laser_tag_app_fire(app);
  295. break;
  296. default:
  297. break;
  298. }
  299. }
  300. }
  301. }
  302. } else if(status == FuriStatusErrorTimeout) {
  303. FURI_LOG_D(TAG, "No input event, continuing");
  304. } else {
  305. FURI_LOG_E(TAG, "Failed to get input event, status: %d", status);
  306. }
  307. if(app->state == LaserTagStateGame && app->ir_controller) {
  308. if(infrared_controller_receive(app->ir_controller)) {
  309. FURI_LOG_D(TAG, "Hit received, processing");
  310. laser_tag_app_handle_hit(app);
  311. }
  312. if(game_state_is_game_over(app->game_state)) {
  313. FURI_LOG_I(TAG, "Game over, notifying user with error sequence");
  314. notification_message(app->notifications, &sequence_error);
  315. // Stop game logic after game over
  316. app->state = LaserTagStateGameOver;
  317. app->need_redraw = true;
  318. }
  319. } else if(app->state == LaserTagStateGameOver) {
  320. if(event.key == InputKeyOk) {
  321. FURI_LOG_I(TAG, "OK key pressed, restarting game");
  322. game_state_reset(app->game_state);
  323. app->state = LaserTagStateSplashScreen;
  324. app->need_redraw = true;
  325. }
  326. }
  327. if(app->need_redraw) {
  328. FURI_LOG_D(TAG, "Updating viewport");
  329. view_port_update(app->view_port);
  330. app->need_redraw = false;
  331. }
  332. FURI_LOG_D(TAG, "End of main loop iteration");
  333. furi_delay_ms(10);
  334. }
  335. FURI_LOG_I(TAG, "Laser Tag app exiting");
  336. laser_tag_app_free(app);
  337. return 0;
  338. }