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- #include <furi.h>
- #include <furi_hal.h>
- #include <furi_hal_random.h>
- #include <gui/gui.h>
- #include <gui/icon_i.h>
- #include <gui/elements.h>
- #include <input/input.h>
- #include <stdlib.h>
- #include <stdio.h>
- #include "game_state.h"
- #include "paper_plane_icons.h"
- #define FPS 20
- #define SPRITE_SIZE 8
- typedef enum {
- EventTypeTick,
- EventTypeKey,
- } EventType;
- typedef struct {
- EventType type;
- InputEvent input;
- } PluginEvent;
- static void timer_callback(void* ctx) {
- GameState* game_state = ctx;
- furi_mutex_acquire(game_state->mutex, FuriWaitForever);
- if(game_state == NULL) {
- return;
- }
- uint32_t ticks_elapsed = furi_get_tick() - game_state->last_tick;
- game_state->last_tick = furi_get_tick();
- int delta_time_ms = ticks_elapsed * 1000 / furi_kernel_get_tick_frequency();
- if(!game_state->crash_flag) {
- update_position(game_state->paper, delta_time_ms);
- check_collision(game_state);
- }
- furi_mutex_release(game_state->mutex);
- }
- static void input_callback(InputEvent* input_event, FuriMessageQueue* event_queue) {
- furi_assert(event_queue);
- PluginEvent event = {.type = EventTypeKey, .input = *input_event};
- furi_message_queue_put(event_queue, &event, FuriWaitForever);
- }
- static void render_callback(Canvas* const canvas, void* ctx) {
- const GameState* game_state = ctx;
- furi_mutex_acquire(game_state->mutex, FuriWaitForever);
- if(game_state == NULL) {
- return;
- }
- // draw map (this should probably be it's own function)
- float background_position = game_state->paper->y;
- for(int i = background_position; i < background_position + 10; i++) {
- /*
- using a uint32_t here so that bits
- that have been shifted out can still
- be read.
- */
- uint32_t currentRow = game_state->map[i];
- for(unsigned int j = 0; j < sizeof(uint16_t) * 8; j++) {
- /*
- 0x8000 is 1 with 15 zeros
- 00000000000000001000000000000000 - 0x8000
- 00000000000000001111111001111111 - map data (currentRow)
- using & will result in:
- 00000000000000001000000000000000
- the above number will evaluate to true
-
- OR
- 00000000000000001000000000000000 - 0x8000
- 00000000000000000111111001111111 - map data (currentRow)
- using & will result in:
- 00000000000000000000000000000000
- the above number will result in false
- */
- if(currentRow & 0x8000) {
- const Icon* ground_to_draw = &I_Ground;
- // if the bit to the left is 0, use the right facing ground sprite
- if(!(currentRow & 0x4000)) {
- ground_to_draw = &I_GroundRight;
- }
- // if the bit to the right is 0, use the left facing ground tile
- if(!(currentRow & 0x10000)) {
- ground_to_draw = &I_GroundLeft;
- }
- canvas_draw_icon(
- canvas,
- j * SPRITE_SIZE,
- i * SPRITE_SIZE - background_position * SPRITE_SIZE,
- ground_to_draw);
- }
- // bit shift currentRow to the left, so the bit to the right will be drawn
- currentRow <<= 1;
- }
- }
- // draw plane
- canvas_draw_icon(
- canvas, game_state->paper->x * SPRITE_SIZE, PAPER_START_Y, game_state->paper->icon);
- // Show score
- char score_string[11]; // length is 11 b/c: Score: xxx\0
- canvas_draw_icon(canvas, 77, 2, &I_Score);
- snprintf(
- score_string, 11, "Score: %d", (int)game_state->paper->y); // copy score into score_string
- canvas_draw_str_aligned(canvas, 80, 5, AlignLeft, AlignTop, score_string);
- furi_mutex_release(game_state->mutex);
- }
- int32_t paperplane_app() {
- FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(PluginEvent));
- GameState* game_state = malloc(sizeof(GameState));
- game_state_init(game_state);
- if(!game_state->mutex) {
- FURI_LOG_E("Paper Plane", "cannot create mutex\r\n");
- // game crash, all initialized items must be freed.
- furi_message_queue_free(event_queue);
- //furi_timer_free(game_state->timer); this causes a null pointer dereference
- free(game_state->paper);
- free(game_state->map);
- free(game_state);
- return 255;
- }
- // Set system callbacks
- ViewPort* view_port = view_port_alloc();
- view_port_draw_callback_set(view_port, render_callback, game_state);
- view_port_input_callback_set(view_port, input_callback, event_queue);
- game_state->timer = furi_timer_alloc(timer_callback, FuriTimerTypePeriodic, game_state);
- furi_timer_start(game_state->timer, (uint32_t)furi_kernel_get_tick_frequency() / FPS);
- // Open GUI and register view_port
- Gui* gui = furi_record_open("gui");
- gui_add_view_port(gui, view_port, GuiLayerFullscreen);
- PluginEvent event;
- for(bool processing = true; processing;) {
- FuriStatus event_status = furi_message_queue_get(event_queue, &event, 100);
- if(event_status == FuriStatusOk) {
- // press events
- if(event.type == EventTypeKey) {
- if(event.input.type == InputTypePress || event.input.type == InputTypeLong ||
- event.input.type == InputTypeRepeat) {
- switch(event.input.key) {
- case InputKeyUp:
- break;
- case InputKeyDown:
- break;
- case InputKeyLeft:
- rotate_left(game_state->paper);
- break;
- case InputKeyRight:
- rotate_right(game_state->paper);
- break;
- case InputKeyOk:
- if(game_state->crash_flag) {
- game_state_reinit(game_state);
- break;
- }
- break;
- case InputKeyMAX:
- break;
- case InputKeyBack:
- // Exit the app
- processing = false;
- break;
- }
- }
- }
- }
- furi_mutex_release(game_state->mutex);
- view_port_update(view_port);
- }
- view_port_enabled_set(view_port, false);
- gui_remove_view_port(gui, view_port);
- furi_record_close("gui");
- view_port_free(view_port);
- furi_message_queue_free(event_queue);
- furi_mutex_free(game_state->mutex);
- furi_timer_free(game_state->timer);
- free(game_state->paper);
- free(game_state->map);
- free(game_state);
- return 0;
- }
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