snake_20.c 18 KB

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  1. #include <furi.h>
  2. #include <gui/gui.h>
  3. #include <input/input.h>
  4. #include <stdlib.h>
  5. #include <dolphin/dolphin.h>
  6. #include <notification/notification.h>
  7. #include <notification/notification_messages.h>
  8. typedef struct {
  9. // +-----x
  10. // |
  11. // |
  12. // y
  13. uint8_t x;
  14. uint8_t y;
  15. } Point;
  16. typedef enum {
  17. GameStateLife,
  18. GameStatePause,
  19. // https://melmagazine.com/en-us/story/snake-nokia-6110-oral-history-taneli-armanto
  20. // Armanto: While testing the early versions of the game, I noticed it was hard
  21. // to control the snake upon getting close to and edge but not crashing — especially
  22. // in the highest speed levels. I wanted the highest level to be as fast as I could
  23. // possibly make the device "run," but on the other hand, I wanted to be friendly
  24. // and help the player manage that level. Otherwise it might not be fun to play. So
  25. // I implemented a little delay. A few milliseconds of extra time right before
  26. // the player crashes, during which she can still change the directions. And if
  27. // she does, the game continues.
  28. GameStateLastChance,
  29. GameStateGameOver,
  30. } GameState;
  31. // Note: do not change without purpose. Current values are used in smart
  32. // orthogonality calculation in `snake_game_get_turn_snake`.
  33. typedef enum {
  34. DirectionUp,
  35. DirectionRight,
  36. DirectionDown,
  37. DirectionLeft,
  38. } Direction;
  39. #define MAX_SNAKE_LEN 15 * 31 //128 * 64 / 4
  40. #define x_back_symbol 50
  41. #define y_back_symbol 9
  42. typedef struct {
  43. FuriMutex* mutex;
  44. Point points[MAX_SNAKE_LEN];
  45. uint16_t len;
  46. Direction currentMovement;
  47. Direction nextMovement; // if backward of currentMovement, ignore
  48. Point fruit;
  49. GameState state;
  50. } SnakeState;
  51. typedef enum {
  52. EventTypeTick,
  53. EventTypeKey,
  54. } EventType;
  55. typedef struct {
  56. EventType type;
  57. InputEvent input;
  58. } SnakeEvent;
  59. const NotificationSequence sequence_fail = {
  60. &message_vibro_on,
  61. &message_note_ds4,
  62. &message_delay_10,
  63. &message_sound_off,
  64. &message_delay_10,
  65. &message_note_ds4,
  66. &message_delay_10,
  67. &message_sound_off,
  68. &message_delay_10,
  69. &message_note_ds4,
  70. &message_delay_10,
  71. &message_sound_off,
  72. &message_delay_10,
  73. &message_vibro_off,
  74. NULL,
  75. };
  76. const NotificationSequence sequence_eat = {
  77. &message_vibro_on,
  78. &message_note_c7,
  79. &message_delay_50,
  80. &message_sound_off,
  81. &message_vibro_off,
  82. NULL,
  83. };
  84. static void snake_game_render_callback(Canvas* const canvas, void* ctx) {
  85. furi_assert(ctx);
  86. const SnakeState* snake_state = ctx;
  87. furi_mutex_acquire(snake_state->mutex, FuriWaitForever);
  88. // Before the function is called, the state is set with the canvas_reset(canvas)
  89. // Frame
  90. canvas_draw_frame(canvas, 0, 0, 128, 64);
  91. // Fruit
  92. Point f = snake_state->fruit;
  93. f.x = f.x * 4 + 1;
  94. f.y = f.y * 4 + 1;
  95. canvas_draw_rframe(canvas, f.x, f.y, 6, 6, 2);
  96. canvas_draw_dot(canvas,f.x+3,f.y-1);
  97. canvas_draw_dot(canvas,f.x+4,f.y-2);
  98. //canvas_draw_dot(canvas,f.x+4,f.y-3);
  99. // Snake
  100. for(uint16_t i = 0; i < snake_state->len; i++) {
  101. Point p = snake_state->points[i];
  102. p.x = p.x * 4 + 2;
  103. p.y = p.y * 4 + 2;
  104. canvas_draw_box(canvas, p.x, p.y, 4, 4);
  105. if(i==0){
  106. canvas_set_color(canvas, ColorWhite);
  107. canvas_draw_box(canvas,p.x+1,p.y+1,2,2);
  108. canvas_set_color(canvas, ColorBlack);
  109. }
  110. }
  111. // Pause and GameOver banner
  112. if(snake_state->state == GameStatePause || snake_state->state == GameStateGameOver) {
  113. // Screen is 128x64 px
  114. canvas_set_color(canvas, ColorWhite);
  115. canvas_draw_box(canvas, 33, 19, 64, 26);
  116. canvas_set_color(canvas, ColorBlack);
  117. canvas_draw_frame(canvas, 34, 20, 62, 24);
  118. canvas_set_font(canvas, FontPrimary);
  119. if(snake_state->state == GameStateGameOver){
  120. canvas_draw_str_aligned(canvas, 65, 31, AlignCenter, AlignBottom, "Game Over");
  121. }
  122. if(snake_state->state == GameStatePause){
  123. canvas_draw_str_aligned(canvas, 65, 31, AlignCenter, AlignBottom, "Pause");
  124. }
  125. canvas_set_font(canvas, FontSecondary);
  126. char buffer[20];
  127. snprintf(buffer, sizeof(buffer), "Score: %u", snake_state->len - 7U);
  128. canvas_draw_str_aligned(canvas, 65, 41, AlignCenter, AlignBottom, buffer);
  129. // Painting "back"-symbol, Help message for Exit App, ProgressBar
  130. canvas_set_color(canvas, ColorWhite);
  131. canvas_draw_box(canvas, 25, 2, 81, 11);
  132. canvas_draw_box(canvas, 28, 54, 73, 9);
  133. canvas_set_color(canvas, ColorBlack);
  134. canvas_draw_str_aligned(canvas, 65, 10, AlignCenter, AlignBottom, "Hold to Exit App");
  135. snprintf(buffer, sizeof(buffer), "Complete: %-5.1f%%", (double)((snake_state->len - 7U)/4.58));
  136. canvas_draw_str_aligned(canvas, 65, 62, AlignCenter, AlignBottom, buffer);
  137. {
  138. canvas_draw_dot(canvas,x_back_symbol+0,y_back_symbol);
  139. canvas_draw_dot(canvas,x_back_symbol+1,y_back_symbol);
  140. canvas_draw_dot(canvas,x_back_symbol+2,y_back_symbol);
  141. canvas_draw_dot(canvas,x_back_symbol+3,y_back_symbol);
  142. canvas_draw_dot(canvas,x_back_symbol+4,y_back_symbol);
  143. canvas_draw_dot(canvas,x_back_symbol+5,y_back_symbol-1);
  144. canvas_draw_dot(canvas,x_back_symbol+6,y_back_symbol-2);
  145. canvas_draw_dot(canvas,x_back_symbol+6,y_back_symbol-3);
  146. canvas_draw_dot(canvas,x_back_symbol+5,y_back_symbol-4);
  147. canvas_draw_dot(canvas,x_back_symbol+4,y_back_symbol-5);
  148. canvas_draw_dot(canvas,x_back_symbol+3,y_back_symbol-5);
  149. canvas_draw_dot(canvas,x_back_symbol+2,y_back_symbol-5);
  150. canvas_draw_dot(canvas,x_back_symbol+1,y_back_symbol-5);
  151. canvas_draw_dot(canvas,x_back_symbol+0,y_back_symbol-5);
  152. canvas_draw_dot(canvas,x_back_symbol-1,y_back_symbol-5);
  153. canvas_draw_dot(canvas,x_back_symbol-2,y_back_symbol-5);
  154. canvas_draw_dot(canvas,x_back_symbol-3,y_back_symbol-5);
  155. canvas_draw_dot(canvas,x_back_symbol-2,y_back_symbol-6);
  156. canvas_draw_dot(canvas,x_back_symbol-2,y_back_symbol-4);
  157. canvas_draw_dot(canvas,x_back_symbol-1,y_back_symbol-6);
  158. canvas_draw_dot(canvas,x_back_symbol-1,y_back_symbol-4);
  159. canvas_draw_dot(canvas,x_back_symbol-1,y_back_symbol-7);
  160. canvas_draw_dot(canvas,x_back_symbol-1,y_back_symbol-3);
  161. }
  162. }
  163. furi_mutex_release(snake_state->mutex);
  164. }
  165. static void snake_game_input_callback(InputEvent* input_event, FuriMessageQueue* event_queue) {
  166. furi_assert(event_queue);
  167. SnakeEvent event = {.type = EventTypeKey, .input = *input_event};
  168. furi_message_queue_put(event_queue, &event, FuriWaitForever);
  169. }
  170. static void snake_game_update_timer_callback(FuriMessageQueue* event_queue) {
  171. furi_assert(event_queue);
  172. SnakeEvent event = {.type = EventTypeTick};
  173. furi_message_queue_put(event_queue, &event, 0);
  174. }
  175. static void snake_game_init_game(SnakeState* const snake_state) {
  176. Point p[] = {{8, 6}, {7, 6}, {6, 6}, {5, 6}, {4, 6}, {3, 6}, {2, 6}};
  177. memcpy(snake_state->points, p, sizeof(p)); //-V1086
  178. snake_state->len = 7;
  179. snake_state->currentMovement = DirectionRight;
  180. snake_state->nextMovement = DirectionRight;
  181. Point f = {18, 6};
  182. snake_state->fruit = f;
  183. snake_state->state = GameStateLife;
  184. }
  185. static Point snake_game_get_new_fruit(SnakeState const* const snake_state) {
  186. // 1 bit for each point on the playing field where the snake can turn
  187. // and where the fruit can appear
  188. uint16_t buffer[8];
  189. memset(buffer, 0, sizeof(buffer));
  190. uint8_t empty = 8 * 16;
  191. for(uint16_t i = 0; i < snake_state->len; i++) {
  192. Point p = snake_state->points[i];
  193. if(p.x % 2 != 0 || p.y % 2 != 0) {
  194. continue;
  195. }
  196. p.x /= 2;
  197. p.y /= 2;
  198. buffer[p.y] |= 1 << p.x;
  199. empty--;
  200. }
  201. // Bit set if snake use that playing field
  202. uint16_t newFruit = rand() % empty;
  203. // Skip random number of _empty_ fields
  204. for(uint8_t y = 0; y < 8; y++) {
  205. for(uint16_t x = 0, mask = 1; x < 16; x += 1, mask <<= 1) {
  206. if((buffer[y] & mask) == 0) {
  207. if(newFruit == 0) {
  208. Point p = {
  209. .x = x * 2,
  210. .y = y * 2,
  211. };
  212. return p;
  213. }
  214. newFruit--;
  215. }
  216. }
  217. }
  218. // We will never be here
  219. Point p = {0, 0};
  220. return p;
  221. }
  222. static bool snake_game_collision_with_frame(Point const next_step) {
  223. // if x == 0 && currentMovement == left then x - 1 == 255 ,
  224. // so check only x > right border
  225. return next_step.x > 30 || next_step.y > 14;
  226. }
  227. static bool
  228. snake_game_collision_with_tail(SnakeState const* const snake_state, Point const next_step) {
  229. for(uint16_t i = 0; i < snake_state->len; i++) {
  230. Point p = snake_state->points[i];
  231. if(p.x == next_step.x && p.y == next_step.y) {
  232. return true;
  233. }
  234. }
  235. return false;
  236. }
  237. static Direction snake_game_get_turn_snake(SnakeState const* const snake_state) {
  238. // Sum of two `Direction` lies between 0 and 6, odd values indicate orthogonality.
  239. bool is_orthogonal = (snake_state->currentMovement + snake_state->nextMovement) % 2 == 1;
  240. return is_orthogonal ? snake_state->nextMovement : snake_state->currentMovement;
  241. }
  242. static Point snake_game_get_next_step(SnakeState const* const snake_state) {
  243. Point next_step = snake_state->points[0];
  244. switch(snake_state->currentMovement) {
  245. // +-----x
  246. // |
  247. // |
  248. // y
  249. case DirectionUp:
  250. next_step.y--;
  251. break;
  252. case DirectionRight:
  253. next_step.x++;
  254. break;
  255. case DirectionDown:
  256. next_step.y++;
  257. break;
  258. case DirectionLeft:
  259. next_step.x--;
  260. break;
  261. }
  262. return next_step;
  263. }
  264. static void snake_game_move_snake(SnakeState* const snake_state, Point const next_step) {
  265. memmove(snake_state->points + 1, snake_state->points, snake_state->len * sizeof(Point));
  266. snake_state->points[0] = next_step;
  267. }
  268. static void
  269. snake_game_process_game_step(SnakeState* const snake_state, NotificationApp* notification) {
  270. if(snake_state->state == GameStateGameOver) {
  271. return;
  272. }
  273. snake_state->currentMovement = snake_game_get_turn_snake(snake_state);
  274. Point next_step = snake_game_get_next_step(snake_state);
  275. bool crush = snake_game_collision_with_frame(next_step);
  276. if(crush) {
  277. if(snake_state->state == GameStateLife) {
  278. snake_state->state = GameStateLastChance;
  279. return;
  280. } else if(snake_state->state == GameStateLastChance) {
  281. snake_state->state = GameStateGameOver;
  282. notification_message_block(notification, &sequence_fail);
  283. return;
  284. }
  285. } else {
  286. if(snake_state->state == GameStateLastChance) {
  287. snake_state->state = GameStateLife;
  288. }
  289. }
  290. crush = snake_game_collision_with_tail(snake_state, next_step);
  291. if(crush) {
  292. snake_state->state = GameStateGameOver;
  293. notification_message_block(notification, &sequence_fail);
  294. return;
  295. }
  296. bool eatFruit = (next_step.x == snake_state->fruit.x) && (next_step.y == snake_state->fruit.y);
  297. if(eatFruit) {
  298. snake_state->len++;
  299. if(snake_state->len >= MAX_SNAKE_LEN) {
  300. //You win!!!
  301. snake_state->state = GameStateGameOver;
  302. notification_message_block(notification, &sequence_fail);
  303. return;
  304. }
  305. }
  306. snake_game_move_snake(snake_state, next_step);
  307. if(eatFruit) {
  308. snake_state->fruit = snake_game_get_new_fruit(snake_state);
  309. notification_message(notification, &sequence_eat);
  310. notification_message(notification, &sequence_blink_red_100);
  311. }
  312. }
  313. int32_t snake_20_app(void* p) {
  314. UNUSED(p);
  315. FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(SnakeEvent));
  316. SnakeState* snake_state = malloc(sizeof(SnakeState));
  317. snake_game_init_game(snake_state);
  318. snake_state->mutex = furi_mutex_alloc(FuriMutexTypeNormal);
  319. if(!snake_state->mutex) {
  320. FURI_LOG_E("SnakeGame", "cannot create mutex\r\n");
  321. furi_message_queue_free(event_queue);
  322. free(snake_state);
  323. return 255;
  324. }
  325. ViewPort* view_port = view_port_alloc();
  326. view_port_draw_callback_set(view_port, snake_game_render_callback, snake_state);
  327. view_port_input_callback_set(view_port, snake_game_input_callback, event_queue);
  328. FuriTimer* timer =
  329. furi_timer_alloc(snake_game_update_timer_callback, FuriTimerTypePeriodic, event_queue);
  330. furi_timer_start(timer, furi_kernel_get_tick_frequency() / 4);
  331. // Open GUI and register view_port
  332. Gui* gui = furi_record_open(RECORD_GUI);
  333. gui_add_view_port(gui, view_port, GuiLayerFullscreen);
  334. NotificationApp* notification = furi_record_open(RECORD_NOTIFICATION);
  335. notification_message_block(notification, &sequence_display_backlight_enforce_on);
  336. dolphin_deed(DolphinDeedPluginGameStart);
  337. SnakeEvent event;
  338. for(bool processing = true; processing;) {
  339. FuriStatus event_status = furi_message_queue_get(event_queue, &event, 100);
  340. furi_mutex_acquire(snake_state->mutex, FuriWaitForever);
  341. if(event_status == FuriStatusOk) {
  342. if(event.type == EventTypeKey) {
  343. // press events
  344. if(event.input.type == InputTypePress) {
  345. switch(event.input.key) {
  346. case InputKeyUp:
  347. if(snake_state->state != GameStatePause) {
  348. snake_state->nextMovement = DirectionUp;
  349. }
  350. break;
  351. case InputKeyDown:
  352. if(snake_state->state != GameStatePause) {
  353. snake_state->nextMovement = DirectionDown;
  354. }
  355. break;
  356. case InputKeyRight:
  357. if(snake_state->state != GameStatePause) {
  358. snake_state->nextMovement = DirectionRight;
  359. }
  360. break;
  361. case InputKeyLeft:
  362. if(snake_state->state != GameStatePause) {
  363. snake_state->nextMovement = DirectionLeft;
  364. }
  365. break;
  366. case InputKeyOk:
  367. if(snake_state->state == GameStateGameOver) {
  368. snake_game_init_game(snake_state);
  369. }
  370. if(snake_state->state == GameStatePause) {
  371. furi_timer_start(timer, furi_kernel_get_tick_frequency() / 4);
  372. snake_state->state = GameStateLife;
  373. }
  374. break;
  375. case InputKeyBack:
  376. if(snake_state->state == GameStateLife) {
  377. furi_timer_stop(timer);
  378. snake_state->state = GameStatePause;
  379. break;
  380. }
  381. if(snake_state->state == GameStatePause) {
  382. furi_timer_start(timer, furi_kernel_get_tick_frequency() / 4);
  383. snake_state->state = GameStateLife;
  384. break;
  385. }
  386. if(snake_state->state == GameStateGameOver) {
  387. snake_game_init_game(snake_state);
  388. }
  389. default:
  390. break;
  391. }
  392. }
  393. //LongPress Events
  394. if(event.input.type == InputTypeLong){
  395. switch(event.input.key) {
  396. case InputKeyUp:
  397. if(snake_state->state != GameStatePause) {
  398. snake_state->nextMovement = DirectionUp;
  399. furi_timer_start(timer, furi_kernel_get_tick_frequency() / 8);
  400. }
  401. break;
  402. case InputKeyDown:
  403. if(snake_state->state != GameStatePause) {
  404. snake_state->nextMovement = DirectionDown;
  405. furi_timer_start(timer, furi_kernel_get_tick_frequency() / 8);
  406. }
  407. break;
  408. case InputKeyRight:
  409. if(snake_state->state != GameStatePause) {
  410. snake_state->nextMovement = DirectionRight;
  411. furi_timer_start(timer, furi_kernel_get_tick_frequency() / 8);
  412. }
  413. break;
  414. case InputKeyLeft:
  415. if(snake_state->state != GameStatePause) {
  416. snake_state->nextMovement = DirectionLeft;
  417. furi_timer_start(timer, furi_kernel_get_tick_frequency() / 8);
  418. }
  419. break;
  420. case InputKeyBack:
  421. processing = false;
  422. break;
  423. default:
  424. break;
  425. }
  426. }
  427. //ReleaseKey Event
  428. if(event.input.type == InputTypeRelease){
  429. if(snake_state->state != GameStatePause) {
  430. furi_timer_start(timer, furi_kernel_get_tick_frequency() / 4);
  431. }
  432. }
  433. } else if(event.type == EventTypeTick) {
  434. snake_game_process_game_step(snake_state, notification);
  435. }
  436. } else {
  437. // event timeout
  438. }
  439. view_port_update(view_port);
  440. furi_mutex_release(snake_state->mutex);
  441. }
  442. // Wait for all notifications to be played and return backlight to normal state
  443. notification_message_block(notification, &sequence_display_backlight_enforce_auto);
  444. furi_timer_free(timer);
  445. view_port_enabled_set(view_port, false);
  446. gui_remove_view_port(gui, view_port);
  447. furi_record_close(RECORD_GUI);
  448. furi_record_close(RECORD_NOTIFICATION);
  449. view_port_free(view_port);
  450. furi_message_queue_free(event_queue);
  451. furi_mutex_free(snake_state->mutex);
  452. free(snake_state);
  453. return 0;
  454. }