trexrunner.c 7.2 KB

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  1. #include <furi.h>
  2. #include <furi_hal.h>
  3. #include <gui/gui.h>
  4. #include <gui/icon_i.h>
  5. #include <gui/elements.h>
  6. #include <input/input.h>
  7. #include <stdlib.h>
  8. #include <stdio.h>
  9. #include "assets_icons.h"
  10. #define DINO_START_X 10
  11. #define DINO_START_Y 42
  12. #define FPS 20
  13. #define DINO_RUNNING_MS_PER_FRAME 500
  14. #define GRAVITY 60
  15. #define JUMP_SPEED 30
  16. #define CACTUS_W 8
  17. #define CACTUS_H 10
  18. #define START_CACTUS_SPEED 25
  19. typedef enum {
  20. EventTypeTick,
  21. EventTypeKey,
  22. } EventType;
  23. typedef struct {
  24. EventType type;
  25. InputEvent input;
  26. } PluginEvent;
  27. typedef struct {
  28. FuriTimer *timer;
  29. uint32_t last_tick;
  30. const Icon* dino_icon;
  31. int dino_frame_ms;
  32. FuriMutex* mutex;
  33. // Dino info
  34. float y_position;
  35. float y_speed;
  36. int y_acceleration;
  37. // Cactus info
  38. int cactus_position;
  39. float cactus_speed;
  40. int has_cactus;
  41. int lost;
  42. } GameState;
  43. static void timer_callback(void *ctx) {
  44. GameState *game_state = ctx;
  45. furi_mutex_acquire(game_state->mutex, FuriWaitForever);
  46. if (game_state == NULL) {
  47. return;
  48. }
  49. uint32_t ticks_elapsed = furi_get_tick() - game_state->last_tick;
  50. game_state->last_tick = furi_get_tick();
  51. int delta_time_ms = ticks_elapsed * 1000 / furi_kernel_get_tick_frequency();
  52. // dino update
  53. game_state->dino_frame_ms += delta_time_ms;
  54. // TODO: switch by dino state
  55. if (game_state->dino_frame_ms >= DINO_RUNNING_MS_PER_FRAME) {
  56. if (game_state->dino_icon == &I_DinoRun0) {
  57. game_state->dino_icon = &I_DinoRun1;
  58. } else {
  59. game_state->dino_icon = &I_DinoRun0;
  60. }
  61. game_state->dino_frame_ms = 0;
  62. }
  63. // Compute dino dynamics
  64. game_state->y_acceleration = game_state->y_acceleration - GRAVITY * delta_time_ms / 1000;
  65. game_state->y_speed = game_state->y_speed + game_state->y_acceleration * delta_time_ms / 1000;
  66. game_state->y_position = game_state->y_position - game_state->y_speed * delta_time_ms / 1000;
  67. // Touch ground
  68. if (game_state->y_position >= DINO_START_Y) {
  69. game_state->y_acceleration = 0;
  70. game_state->y_speed = 0;
  71. game_state->y_position = DINO_START_Y;
  72. }
  73. // Update Cactus state
  74. if (game_state->has_cactus){
  75. game_state->cactus_position = game_state->cactus_position - game_state->cactus_speed * delta_time_ms / 1000;
  76. if (game_state->cactus_position <= CACTUS_W + 1) {
  77. game_state->has_cactus = 0;
  78. game_state->cactus_position = 120;
  79. }
  80. }
  81. // Create cactus (not random)
  82. else {
  83. game_state->has_cactus = 1;
  84. game_state->cactus_position = 120;
  85. game_state->cactus_speed = START_CACTUS_SPEED;
  86. }
  87. // Lose condition
  88. if ((game_state->y_position + 22 >= (64 - CACTUS_H)) && ((DINO_START_X+20) >= game_state->cactus_position) && (DINO_START_X <= (game_state->cactus_position + CACTUS_W)))
  89. game_state->lost = 1;
  90. furi_mutex_release(game_state->mutex);
  91. }
  92. static void input_callback(InputEvent *input_event, FuriMessageQueue *event_queue) {
  93. furi_assert(event_queue);
  94. PluginEvent event = {.type = EventTypeKey, .input = *input_event};
  95. furi_message_queue_put(event_queue, &event, FuriWaitForever);
  96. }
  97. static void render_callback(Canvas *const canvas, void *ctx) {
  98. const GameState *game_state = ctx;
  99. furi_mutex_acquire(game_state->mutex, FuriWaitForever);
  100. if (game_state == NULL) {
  101. return;
  102. }
  103. if(!game_state->lost){
  104. canvas_draw_icon(canvas, DINO_START_X, game_state->y_position, game_state->dino_icon);
  105. if (game_state->has_cactus)
  106. canvas_draw_triangle(canvas, game_state->cactus_position, 63, CACTUS_W, CACTUS_H, CanvasDirectionBottomToTop);
  107. } else {
  108. canvas_set_font(canvas, FontPrimary);
  109. canvas_draw_str_aligned(canvas, 64, 32, AlignCenter, AlignBottom, "You lost :c");
  110. }
  111. furi_mutex_release(game_state->mutex);
  112. }
  113. static void game_state_init(GameState *const game_state) {
  114. game_state->last_tick = furi_get_tick();
  115. game_state->dino_frame_ms = 0;
  116. game_state->dino_icon = &I_Dino;
  117. game_state->y_acceleration = game_state->y_speed = 0;
  118. game_state->y_position = DINO_START_Y;
  119. game_state->has_cactus = 0;
  120. game_state->lost = 0;
  121. game_state->mutex = furi_mutex_alloc(FuriMutexTypeNormal);
  122. }
  123. int32_t trexrunner_app() {
  124. FuriMessageQueue *event_queue = furi_message_queue_alloc(8, sizeof(PluginEvent));
  125. GameState *game_state = malloc(sizeof(GameState));
  126. game_state_init(game_state);
  127. if (!game_state->mutex) {
  128. FURI_LOG_E("T-rex runner", "cannot create mutex\r\n");
  129. free(game_state);
  130. return 255;
  131. }
  132. // BEGIN IMPLEMENTATION
  133. // Set system callbacks
  134. ViewPort *view_port = view_port_alloc();
  135. view_port_draw_callback_set(view_port, render_callback, game_state);
  136. view_port_input_callback_set(view_port, input_callback, event_queue);
  137. game_state->timer = furi_timer_alloc(timer_callback, FuriTimerTypePeriodic, game_state);
  138. furi_timer_start(game_state->timer, (uint32_t) furi_kernel_get_tick_frequency() / FPS);
  139. // Open GUI and register view_port
  140. Gui *gui = furi_record_open("gui");
  141. gui_add_view_port(gui, view_port, GuiLayerFullscreen);
  142. PluginEvent event;
  143. for (bool processing = true; processing && !game_state->lost;) {
  144. FuriStatus event_status = furi_message_queue_get(event_queue, &event, 100);
  145. if (event_status == FuriStatusOk) {
  146. // press events
  147. if (event.type == EventTypeKey) {
  148. if (event.input.type == InputTypeShort) {
  149. switch (event.input.key) {
  150. case InputKeyUp:
  151. //if (game_state->y_position == DINO_START_Y)
  152. game_state->y_position -= 10;
  153. break;
  154. case InputKeyDown:
  155. //if (game_state->y_position == DINO_START_Y)
  156. game_state->y_position += 10;
  157. break;
  158. case InputKeyLeft:
  159. break;
  160. case InputKeyRight:
  161. break;
  162. case InputKeyOk:
  163. if (game_state->y_position == DINO_START_Y)
  164. game_state->y_speed = JUMP_SPEED;
  165. break;
  166. case InputKeyMAX:
  167. break;
  168. case InputKeyBack:
  169. // Exit the app
  170. processing = false;
  171. break;
  172. }
  173. }
  174. }
  175. } else {
  176. // event timeout
  177. ;
  178. }
  179. if (game_state->lost){
  180. furi_message_queue_get(event_queue, &event, 1500); //Sleep to show the "you lost" message
  181. }
  182. view_port_update(view_port);
  183. furi_mutex_release(game_state->mutex);
  184. }
  185. view_port_enabled_set(view_port, false);
  186. gui_remove_view_port(gui, view_port);
  187. furi_record_close("gui");
  188. view_port_free(view_port);
  189. furi_message_queue_free(event_queue);
  190. furi_mutex_free(game_state->mutex);
  191. furi_timer_free(game_state->timer);
  192. free(game_state);
  193. return 0;
  194. }