space.c 8.7 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287
  1. #include <furi.h>
  2. #include <gui/gui.h>
  3. #include <input/input.h>
  4. #include <stdlib.h>
  5. #include <gui/elements.h>
  6. #include <furi_hal.h>
  7. #include <math.h>
  8. #include <yapinvaders_icons.h>
  9. #define PROJECTILES_MAX 10
  10. #define ENEMIES_MAX 10
  11. int enemy_movement_direction = 1;
  12. int move_down_step = 0;
  13. int enemy_move_counter = 0;
  14. int enemy_move_threshold = 20;
  15. typedef struct { int x, y; } Point;
  16. typedef struct {
  17. Point position;
  18. } Player;
  19. typedef struct {
  20. Point position;
  21. bool active;
  22. } Projectile;
  23. typedef struct {
  24. Point position;
  25. bool active;
  26. } Enemy;
  27. typedef struct {
  28. Player player;
  29. Projectile projectiles[PROJECTILES_MAX];
  30. int projectiles_count;
  31. bool game_over;
  32. Enemy enemies[ENEMIES_MAX];
  33. int current_wave;
  34. bool waiting_for_restart;
  35. bool running;
  36. int score;
  37. } GameState;
  38. GameState game_state;
  39. void game_state_init(GameState* state) {
  40. state->player.position = (Point){64, 54};
  41. state->projectiles_count = 0;
  42. for(int i = 0; i < PROJECTILES_MAX; ++i) {
  43. state->projectiles[i].active = false;
  44. }
  45. state->running = true;
  46. state->game_over = false;
  47. state->current_wave = 0;
  48. state->waiting_for_restart = false;
  49. state->score = 0;
  50. }
  51. void handle_input(GameState* state, InputEvent* input_event) {
  52. if(input_event->type == InputTypeShort) {
  53. switch(input_event->key) {
  54. case InputKeyLeft:
  55. state->player.position.x = (state->player.position.x - 1) < 0 ? 0 : state->player.position.x - 1;
  56. break;
  57. case InputKeyRight:
  58. state->player.position.x = (state->player.position.x + 1) > 124 ? 124 : state->player.position.x + 1;
  59. break;
  60. case InputKeyOk:
  61. if(state->projectiles_count < PROJECTILES_MAX) {
  62. for(int i = 0; i < PROJECTILES_MAX; ++i) {
  63. if(!state->projectiles[i].active) {
  64. state->projectiles[i].position = (Point){state->player.position.x, state->player.position.y};
  65. state->projectiles[i].active = true;
  66. state->projectiles_count++;
  67. break;
  68. }
  69. }
  70. }
  71. break;
  72. case InputKeyBack:
  73. state->game_over = true;
  74. break;
  75. default:
  76. break;
  77. }
  78. }
  79. }
  80. void initialize_enemies(GameState* state) {
  81. int rows = 2;
  82. int cols = ENEMIES_MAX / rows;
  83. int horizontalSpacing = 128 / cols;
  84. int verticalSpacing = 10;
  85. for(int i = 0; i < ENEMIES_MAX; ++i) {
  86. state->enemies[i].position.x = (i % cols) * horizontalSpacing + (horizontalSpacing / 2);
  87. state->enemies[i].position.y = (i / cols) * verticalSpacing + 10;
  88. state->enemies[i].active = true;
  89. }
  90. state->current_wave++;
  91. }
  92. void update_enemy_positions(GameState* state) {
  93. enemy_move_counter++;
  94. if(enemy_move_counter >= enemy_move_threshold) {
  95. bool changeDirection = false;
  96. int newDirection = enemy_movement_direction;
  97. for(int i = 0; i < ENEMIES_MAX; ++i) {
  98. if(state->enemies[i].active) {
  99. if ((state->enemies[i].position.x <= 0 && enemy_movement_direction < 0) ||
  100. (state->enemies[i].position.x >= 124 && enemy_movement_direction > 0)) {
  101. changeDirection = true;
  102. newDirection *= -1;
  103. break;
  104. }
  105. }
  106. }
  107. for(int i = 0; i < ENEMIES_MAX; ++i) {
  108. if(state->enemies[i].active) {
  109. if (!changeDirection) {
  110. state->enemies[i].position.x += enemy_movement_direction;
  111. }
  112. }
  113. }
  114. if (changeDirection) {
  115. for(int i = 0; i < ENEMIES_MAX; ++i) {
  116. if(state->enemies[i].active) {
  117. state->enemies[i].position.x += newDirection;
  118. state->enemies[i].position.y += 5;
  119. }
  120. }
  121. enemy_movement_direction = newDirection;
  122. }
  123. enemy_move_counter = 0;
  124. }
  125. }
  126. void handle_collisions(GameState* state) {
  127. for(int p = 0; p < PROJECTILES_MAX; ++p) {
  128. if(state->projectiles[p].active) {
  129. for(int e = 0; e < ENEMIES_MAX; ++e) {
  130. if(state->enemies[e].active) {
  131. if(abs(state->projectiles[p].position.x - state->enemies[e].position.x) < 5 &&
  132. abs(state->projectiles[p].position.y - state->enemies[e].position.y) < 5) {
  133. state->projectiles[p].active = false;
  134. state->enemies[e].active = false;
  135. state->projectiles_count--;
  136. state->score += 10;
  137. break;
  138. }
  139. }
  140. }
  141. }
  142. }
  143. }
  144. bool all_enemies_destroyed(GameState* state) {
  145. for(int i = 0; i < ENEMIES_MAX; ++i) {
  146. if(state->enemies[i].active) {
  147. return false;
  148. }
  149. }
  150. return true;
  151. }
  152. void render_game_over_screen(Canvas* canvas, GameState* state) {
  153. char score_msg[30];
  154. canvas_clear(canvas);
  155. canvas_set_font(canvas, FontSecondary);
  156. canvas_draw_str_aligned(canvas, 64, 8, AlignCenter, AlignCenter, "Game Over!");
  157. snprintf(score_msg, sizeof(score_msg), "Score: %d", state->score);
  158. canvas_draw_str_aligned(canvas, 64, 24, AlignCenter, AlignCenter, score_msg);
  159. canvas_draw_str_aligned(canvas, 64, 40, AlignCenter, AlignCenter, "Press OK to restart");
  160. }
  161. void update_game_state(GameState* state) {
  162. for(int i = 0; i < PROJECTILES_MAX; ++i) {
  163. if(state->projectiles[i].active) {
  164. state->projectiles[i].position.y -= 2;
  165. if(state->projectiles[i].position.y < 0) {
  166. state->projectiles[i].active = false;
  167. state->projectiles_count--;
  168. }
  169. }
  170. }
  171. for(int i = 0; i < ENEMIES_MAX; ++i) {
  172. if(state->enemies[i].active && state->enemies[i].position.y >= state->player.position.y) {
  173. state->game_over = true;
  174. break;
  175. }
  176. }
  177. if(all_enemies_destroyed(state)) {
  178. initialize_enemies(state);
  179. }
  180. update_enemy_positions(state);
  181. handle_collisions(state);
  182. }
  183. void render_callback(Canvas* const canvas, void* ctx) {
  184. GameState* state = (GameState*)ctx;
  185. if (!canvas || !state) return;
  186. if(state->game_over) {
  187. render_game_over_screen(canvas, state);
  188. } else {
  189. canvas_clear(canvas);
  190. char score_text[30];
  191. snprintf(score_text, sizeof(score_text), "Score: %d", state->score);
  192. canvas_set_font(canvas, FontSecondary);
  193. canvas_draw_str_aligned(canvas, 64, 0, AlignCenter, AlignTop, score_text);
  194. canvas_draw_icon(canvas, state->player.position.x, state->player.position.y, &I_yapinvader);
  195. for(int i = 0; i < PROJECTILES_MAX; ++i) {
  196. if(state->projectiles[i].active) {
  197. canvas_draw_circle(canvas, state->projectiles[i].position.x, state->projectiles[i].position.y, 1);
  198. }
  199. }
  200. }
  201. for(int i = 0; i < ENEMIES_MAX; ++i) {
  202. if(state->enemies[i].active) {
  203. canvas_draw_icon(canvas, state->enemies[i].position.x, state->enemies[i].position.y, &I_yap);
  204. }
  205. }
  206. }
  207. static void input_callback(InputEvent* input_event, void* ctx) {
  208. GameState* state = (GameState*)ctx;
  209. if (!state) return;
  210. if (input_event->key == InputKeyBack && input_event->type == InputTypeShort) {
  211. state->running = false;
  212. return;
  213. }
  214. if (state->game_over) {
  215. if (input_event->key == InputKeyOk && input_event->type == InputTypeShort) {
  216. game_state_init(state);
  217. initialize_enemies(state);
  218. state->game_over = false;
  219. }
  220. } else {
  221. handle_input(state, input_event);
  222. }
  223. }
  224. int32_t yapinvaders_app(void) {
  225. Gui* gui = furi_record_open(RECORD_GUI);
  226. ViewPort* view_port = view_port_alloc();
  227. view_port_draw_callback_set(view_port, render_callback, &game_state);
  228. view_port_input_callback_set(view_port, input_callback, &game_state);
  229. gui_add_view_port(gui, view_port, GuiLayerFullscreen);
  230. game_state_init(&game_state);
  231. initialize_enemies(&game_state);
  232. while (game_state.running) {
  233. if (game_state.game_over) {
  234. if (game_state.waiting_for_restart) {
  235. game_state_init(&game_state);
  236. initialize_enemies(&game_state);
  237. game_state.waiting_for_restart = false;
  238. }
  239. } else {
  240. update_game_state(&game_state);
  241. view_port_update(view_port);
  242. }
  243. furi_delay_ms(30);
  244. }
  245. gui_remove_view_port(gui, view_port);
  246. view_port_free(view_port);
  247. furi_record_close(RECORD_GUI);
  248. return 0;
  249. }