app.c 24 KB

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  1. /* Copyright (C) 2023 Salvatore Sanfilippo -- All Rights Reserved
  2. * See the LICENSE file for information about the license. */
  3. #include <furi.h>
  4. #include <furi_hal.h>
  5. #include <input/input.h>
  6. #include <gui/gui.h>
  7. #include <stdlib.h>
  8. #include <gui/gui.h>
  9. #include <gui/view_dispatcher.h>
  10. #include <gui/scene_manager.h>
  11. #include <math.h>
  12. #include <notification/notification.h>
  13. #include <notification/notification_messages.h>
  14. #define TAG "Asteroids" // Used for logging
  15. #define DEBUG_MSG 1
  16. #define SCREEN_XRES 128
  17. #define SCREEN_YRES 64
  18. #define GAME_START_LIVES 3
  19. #define TTLBUL 30 /* Bullet time to live, in ticks. */
  20. #define MAXBUL 5 /* Max bullets on the screen. */
  21. #define MAXAST 32 /* Max asteroids on the screen. */
  22. #define SHIP_HIT_ANIMATION_LEN 15
  23. #ifndef PI
  24. #define PI 3.14159265358979f
  25. #endif
  26. /* ============================ Data structures ============================= */
  27. typedef struct Ship {
  28. float x, /* Ship x position. */
  29. y, /* Ship y position. */
  30. vx, /* x velocity. */
  31. vy, /* y velocity. */
  32. rot; /* Current rotation. 2*PI full ortation. */
  33. } Ship;
  34. typedef struct Bullet {
  35. float x, y, vx, vy; /* Fields like in ship. */
  36. uint32_t ttl; /* Time to live, in ticks. */
  37. } Bullet;
  38. typedef struct Asteroid {
  39. float x, y, vx, vy, rot, /* Fields like ship. */
  40. rot_speed, /* Angular velocity (rot speed and sense). */
  41. size; /* Asteroid size. */
  42. uint8_t shape_seed; /* Seed to give random shape. */
  43. } Asteroid;
  44. typedef struct AsteroidsApp {
  45. /* GUI */
  46. Gui* gui;
  47. ViewPort* view_port; /* We just use a raw viewport and we render
  48. everything into the low level canvas. */
  49. FuriMessageQueue* event_queue; /* Keypress events go here. */
  50. /* Game state. */
  51. int running; /* Once false exists the app. */
  52. bool gameover; /* Gameover status. */
  53. uint32_t ticks; /* Game ticks. Increments at each refresh. */
  54. uint32_t score; /* Game score. */
  55. uint32_t lives; /* Number of lives in the current game. */
  56. uint32_t ship_hit; /* When non zero, the ship was hit by an asteroid
  57. and we need to show an animation as long as
  58. its value is non-zero (and decrease it's value
  59. at each tick of animation). */
  60. /* Ship state. */
  61. struct Ship ship;
  62. /* Bullets state. */
  63. struct Bullet bullets[MAXBUL]; /* Each bullet state. */
  64. int bullets_num; /* Active bullets. */
  65. uint32_t last_bullet_tick; /* Tick the last bullet was fired. */
  66. /* Asteroids state. */
  67. Asteroid asteroids[MAXAST]; /* Each asteroid state. */
  68. int asteroids_num; /* Active asteroids. */
  69. uint32_t pressed[InputKeyMAX]; /* pressed[id] is true if pressed.
  70. Each array item contains the time
  71. in milliseconds the key was pressed. */
  72. bool fire; /* Short press detected: fire a bullet. */
  73. } AsteroidsApp;
  74. const NotificationSequence sequence_crash = {
  75. &message_red_255,
  76. &message_vibro_on,
  77. // &message_note_g5, // Play sound but currently disabled
  78. &message_delay_25,
  79. // &message_note_e5,
  80. &message_vibro_off,
  81. &message_sound_off,
  82. NULL,
  83. };
  84. /* ============================== Prototyeps ================================ */
  85. // Only functions called before their definition are here.
  86. void restart_game_after_gameover(AsteroidsApp* app);
  87. uint32_t key_pressed_time(AsteroidsApp* app, InputKey key);
  88. /* ============================ 2D drawing ================================== */
  89. /* This structure represents a polygon of at most POLY_MAX points.
  90. * The function draw_poly() is able to render it on the screen, rotated
  91. * by the amount specified. */
  92. #define POLY_MAX 8
  93. typedef struct Poly {
  94. float x[POLY_MAX];
  95. float y[POLY_MAX];
  96. uint32_t points; /* Number of points actually populated. */
  97. } Poly;
  98. /* Define the polygons we use. */
  99. Poly ShipPoly = {{-3, 0, 3}, {-3, 6, -3}, 3};
  100. /* Rotate the point of the poligon 'poly' and store the new rotated
  101. * polygon in 'rot'. The polygon is rotated by an angle 'a', with
  102. * center at 0,0. */
  103. void rotate_poly(Poly* rot, Poly* poly, float a) {
  104. /* We want to compute sin(a) and cos(a) only one time
  105. * for every point to rotate. It's a slow operation. */
  106. float sin_a = (float)sin(a);
  107. float cos_a = (float)cos(a);
  108. for(uint32_t j = 0; j < poly->points; j++) {
  109. rot->x[j] = poly->x[j] * cos_a - poly->y[j] * sin_a;
  110. rot->y[j] = poly->y[j] * cos_a + poly->x[j] * sin_a;
  111. }
  112. rot->points = poly->points;
  113. }
  114. /* This is an 8 bit LFSR we use to generate a predictable and fast
  115. * pseudorandom sequence of numbers, to give a different shape to
  116. * each asteroid. */
  117. void lfsr_next(unsigned char* prev) {
  118. unsigned char lsb = *prev & 1;
  119. *prev = *prev >> 1;
  120. if(lsb == 1) *prev ^= 0b11000111;
  121. *prev ^= *prev << 7; /* Mix things a bit more. */
  122. }
  123. /* Render the polygon 'poly' at x,y, rotated by the specified angle. */
  124. void draw_poly(Canvas* const canvas, Poly* poly, uint8_t x, uint8_t y, float a) {
  125. Poly rot;
  126. rotate_poly(&rot, poly, a);
  127. canvas_set_color(canvas, ColorBlack);
  128. for(uint32_t j = 0; j < rot.points; j++) {
  129. uint32_t a = j;
  130. uint32_t b = j + 1;
  131. if(b == rot.points) b = 0;
  132. canvas_draw_line(canvas, x + rot.x[a], y + rot.y[a], x + rot.x[b], y + rot.y[b]);
  133. }
  134. }
  135. /* A bullet is just a + pixels pattern. A single pixel is not
  136. * visible enough. */
  137. void draw_bullet(Canvas* const canvas, Bullet* b) {
  138. canvas_draw_dot(canvas, b->x - 1, b->y);
  139. canvas_draw_dot(canvas, b->x + 1, b->y);
  140. canvas_draw_dot(canvas, b->x, b->y);
  141. canvas_draw_dot(canvas, b->x, b->y - 1);
  142. canvas_draw_dot(canvas, b->x, b->y + 1);
  143. }
  144. /* Draw an asteroid. The asteroid shapes is computed on the fly and
  145. * is not stored in a permanent shape structure. In order to generate
  146. * the shape, we use an initial fixed shape that we resize according
  147. * to the asteroid size, perturbate according to the asteroid shape
  148. * seed, and finally draw it rotated of the right amount. */
  149. void draw_asteroid(Canvas* const canvas, Asteroid* ast) {
  150. Poly ap;
  151. /* Start with what is kinda of a circle. Note that this could be
  152. * stored into a template and copied here, to avoid computing
  153. * sin() / cos(). But the Flipper can handle it without problems. */
  154. uint8_t r = ast->shape_seed;
  155. for(int j = 0; j < 8; j++) {
  156. float a = (PI * 2) / 8 * j;
  157. /* Before generating the point, to make the shape unique generate
  158. * a random factor between .7 and 1.3 to scale the distance from
  159. * the center. However this asteroid should have its unique shape
  160. * that remains always the same, so we use a predictable PRNG
  161. * implemented by an 8 bit shift register. */
  162. lfsr_next(&r);
  163. float scaling = .7 + ((float)r / 255 * .6);
  164. ap.x[j] = (float)sin(a) * ast->size * scaling;
  165. ap.y[j] = (float)cos(a) * ast->size * scaling;
  166. }
  167. ap.points = 8;
  168. draw_poly(canvas, &ap, ast->x, ast->y, ast->rot);
  169. }
  170. /* Draw small ships in the top-right part of the screen, one for
  171. * each left live. */
  172. void draw_left_lives(Canvas* const canvas, AsteroidsApp* app) {
  173. int lives = app->lives;
  174. int x = SCREEN_XRES - 5;
  175. Poly mini_ship = {{-2, 0, 2}, {-2, 4, -2}, 3};
  176. while(lives--) {
  177. draw_poly(canvas, &mini_ship, x, 6, PI);
  178. x -= 6;
  179. }
  180. }
  181. /* Given the current position, update it according to the velocity and
  182. * wrap it back to the other side if the object went over the screen. */
  183. void update_pos_by_velocity(float* x, float* y, float vx, float vy) {
  184. /* Return back from one side to the other of the screen. */
  185. *x += vx;
  186. *y += vy;
  187. if(*x >= SCREEN_XRES)
  188. *x = 0;
  189. else if(*x < 0)
  190. *x = SCREEN_XRES - 1;
  191. if(*y >= SCREEN_YRES)
  192. *y = 0;
  193. else if(*y < 0)
  194. *y = SCREEN_YRES - 1;
  195. }
  196. /* Render the current game screen. */
  197. void render_callback(Canvas* const canvas, void* ctx) {
  198. AsteroidsApp* app = ctx;
  199. /* Clear screen. */
  200. canvas_set_color(canvas, ColorWhite);
  201. canvas_draw_box(canvas, 0, 0, SCREEN_XRES - 1, SCREEN_YRES - 1);
  202. /* Draw score. */
  203. canvas_set_color(canvas, ColorBlack);
  204. canvas_set_font(canvas, FontSecondary);
  205. char score[32];
  206. snprintf(score, sizeof(score), "%lu", app->score);
  207. canvas_draw_str(canvas, 0, 8, score);
  208. /* Draw left ships. */
  209. draw_left_lives(canvas, app);
  210. /* Draw ship, asteroids, bullets. */
  211. draw_poly(canvas, &ShipPoly, app->ship.x, app->ship.y, app->ship.rot);
  212. for(int j = 0; j < app->bullets_num; j++) draw_bullet(canvas, &app->bullets[j]);
  213. for(int j = 0; j < app->asteroids_num; j++) draw_asteroid(canvas, &app->asteroids[j]);
  214. /* Game over text. */
  215. if(app->gameover) {
  216. canvas_set_color(canvas, ColorBlack);
  217. canvas_set_font(canvas, FontPrimary);
  218. canvas_draw_str(canvas, 28, 35, "GAME OVER");
  219. canvas_set_font(canvas, FontSecondary);
  220. canvas_draw_str(canvas, 25, 50, "Press OK to restart");
  221. }
  222. }
  223. /* ============================ Game logic ================================== */
  224. float distance(float x1, float y1, float x2, float y2) {
  225. float dx = x1 - x2;
  226. float dy = y1 - y2;
  227. return sqrt(dx * dx + dy * dy);
  228. }
  229. /* Detect a collision between the object at x1,y1 of radius r1 and
  230. * the object at x2, y2 of radius r2. A factor < 1 will make the
  231. * function detect the collision even if the objects are yet not
  232. * relly touching, while a factor > 1 will make it detect the collision
  233. * only after they are a bit overlapping. It basically is used to
  234. * rescale the distance.
  235. *
  236. * Note that in this simplified 2D world, objects are all considered
  237. * spheres (this is why this function only takes the radius). This
  238. * is, after all, kinda accurate for asteroids, for bullets, and
  239. * even for the ship "core" itself. */
  240. bool objects_are_colliding(float x1, float y1, float r1, float x2, float y2, float r2, float factor) {
  241. /* The objects are colliding if the distance between object 1 and 2
  242. * is smaller than the sum of the two radiuses r1 and r2.
  243. * So it would be like: sqrt((x1-x2)^2+(y1-y2)^2) < r1+r2.
  244. * However we can avoid computing the sqrt (which is slow) by
  245. * squaring the second term and removing the square root, making
  246. * the comparison like this:
  247. *
  248. * (x1-x2)^2+(y1-y2)^2 < (r1+r2)^2. */
  249. float dx = (x1 - x2) * factor;
  250. float dy = (y1 - y2) * factor;
  251. float rsum = r1 + r2;
  252. return dx * dx + dy * dy < rsum * rsum;
  253. }
  254. /* Create a new bullet headed in the same direction of the ship. */
  255. void ship_fire_bullet(AsteroidsApp* app) {
  256. if(app->bullets_num == MAXBUL) return;
  257. Bullet* b = &app->bullets[app->bullets_num];
  258. b->x = app->ship.x;
  259. b->y = app->ship.y;
  260. b->vx = -sin(app->ship.rot);
  261. b->vy = cos(app->ship.rot);
  262. /* Ship should fire from its head, not in the middle. */
  263. b->x += b->vx * 5;
  264. b->y += b->vy * 5;
  265. /* Give the bullet some velocity (for now the vector is just
  266. * normalized to 1). */
  267. b->vx *= 3;
  268. b->vy *= 3;
  269. /* It's more realistic if we add the velocity vector of the
  270. * ship, too. Otherwise if the ship is going fast the bullets
  271. * will be slower, which is not how the world works. */
  272. b->vx += app->ship.vx;
  273. b->vy += app->ship.vy;
  274. b->ttl = TTLBUL; /* The bullet will disappear after N ticks. */
  275. app->bullets_num++;
  276. }
  277. /* Remove the specified bullet by id (index in the array). */
  278. void remove_bullet(AsteroidsApp* app, int bid) {
  279. /* Replace the top bullet with the empty space left
  280. * by the removal of this bullet. This way we always take the
  281. * array dense, which is an advantage when looping. */
  282. int n = --app->bullets_num;
  283. if(n && bid != n) app->bullets[bid] = app->bullets[n];
  284. }
  285. /* Create a new asteroid, away from the ship. Return the
  286. * pointer to the asteroid object, so that the caller can change
  287. * certain things of the asteroid if needed. */
  288. Asteroid* add_asteroid(AsteroidsApp* app) {
  289. if(app->asteroids_num == MAXAST) return NULL;
  290. float size = 4 + rand() % 15;
  291. float min_distance = 20;
  292. float x, y;
  293. do {
  294. x = rand() % SCREEN_XRES;
  295. y = rand() % SCREEN_YRES;
  296. } while(distance(app->ship.x, app->ship.y, x, y) < min_distance + size);
  297. Asteroid* a = &app->asteroids[app->asteroids_num++];
  298. a->x = x;
  299. a->y = y;
  300. a->vx = 2 * (-.5 + ((float)rand() / RAND_MAX));
  301. a->vy = 2 * (-.5 + ((float)rand() / RAND_MAX));
  302. a->size = size;
  303. a->rot = 0;
  304. a->rot_speed = ((float)rand() / RAND_MAX) / 10;
  305. if(app->ticks & 1) a->rot_speed = -(a->rot_speed);
  306. a->shape_seed = rand() & 255;
  307. return a;
  308. }
  309. /* Remove the specified asteroid by id (index in the array). */
  310. void remove_asteroid(AsteroidsApp* app, int id) {
  311. /* Replace the top asteroid with the empty space left
  312. * by the removal of this one. This way we always take the
  313. * array dense, which is an advantage when looping. */
  314. int n = --app->asteroids_num;
  315. if(n && id != n) app->asteroids[id] = app->asteroids[n];
  316. }
  317. /* Called when an asteroid was reached by a bullet. The asteroid
  318. * hit is the one with the specified 'id'. */
  319. void asteroid_was_hit(AsteroidsApp* app, int id) {
  320. float sizelimit = 6; // Smaller than that polverize in one shot.
  321. Asteroid* a = &app->asteroids[id];
  322. /* Asteroid is large enough to break into fragments. */
  323. float size = a->size;
  324. float x = a->x, y = a->y;
  325. remove_asteroid(app, id);
  326. if(size > sizelimit) {
  327. int max_fragments = size / sizelimit;
  328. int fragments = 2 + rand() % max_fragments;
  329. float newsize = size / fragments;
  330. if(newsize < 2) newsize = 2;
  331. for(int j = 0; j < fragments; j++) {
  332. a = add_asteroid(app);
  333. if(a == NULL) break; // Too many asteroids on screen.
  334. a->x = x + -(size / 2) + rand() % (int)newsize;
  335. a->y = y + -(size / 2) + rand() % (int)newsize;
  336. a->size = newsize;
  337. }
  338. } else {
  339. app->score++;
  340. }
  341. }
  342. /* Set gameover state. When in game-over mode, the game displays a gameover
  343. * text with a background of many asteroids floating around. */
  344. void game_over(AsteroidsApp* app) {
  345. restart_game_after_gameover(app);
  346. app->gameover = true;
  347. int asteroids = 8;
  348. while(asteroids-- && add_asteroid(app) != NULL)
  349. ;
  350. }
  351. /* Function called when a collision between the asteroid and the
  352. * ship is detected. */
  353. void ship_was_hit(AsteroidsApp* app) {
  354. app->ship_hit = SHIP_HIT_ANIMATION_LEN;
  355. if(app->lives) {
  356. app->lives--;
  357. } else {
  358. game_over(app);
  359. }
  360. }
  361. /* Restart game after the ship is hit. Will reset the ship position, bullets
  362. * and asteroids to restart the game. */
  363. void restart_game(AsteroidsApp* app) {
  364. app->ship.x = SCREEN_XRES / 2;
  365. app->ship.y = SCREEN_YRES / 2;
  366. app->ship.rot = PI; /* Start headed towards top. */
  367. app->ship.vx = 0;
  368. app->ship.vy = 0;
  369. app->bullets_num = 0;
  370. app->last_bullet_tick = 0;
  371. app->asteroids_num = 0;
  372. }
  373. /* Called after gameover to restart the game. This function
  374. * also calls restart_game(). */
  375. void restart_game_after_gameover(AsteroidsApp* app) {
  376. app->gameover = false;
  377. app->ticks = 0;
  378. app->score = 0;
  379. app->ship_hit = 0;
  380. app->lives = GAME_START_LIVES;
  381. restart_game(app);
  382. }
  383. /* Move bullets. */
  384. void update_bullets_position(AsteroidsApp* app) {
  385. for(int j = 0; j < app->bullets_num; j++) {
  386. update_pos_by_velocity(
  387. &app->bullets[j].x, &app->bullets[j].y, app->bullets[j].vx, app->bullets[j].vy);
  388. if(--app->bullets[j].ttl == 0) {
  389. remove_bullet(app, j);
  390. j--; /* Process this bullet index again: the removal will
  391. fill it with the top bullet to take the array dense. */
  392. }
  393. }
  394. }
  395. /* Move asteroids. */
  396. void update_asteroids_position(AsteroidsApp* app) {
  397. for(int j = 0; j < app->asteroids_num; j++) {
  398. update_pos_by_velocity(
  399. &app->asteroids[j].x, &app->asteroids[j].y, app->asteroids[j].vx, app->asteroids[j].vy);
  400. app->asteroids[j].rot += app->asteroids[j].rot_speed;
  401. if(app->asteroids[j].rot < 0)
  402. app->asteroids[j].rot = 2 * PI;
  403. else if(app->asteroids[j].rot > 2 * PI)
  404. app->asteroids[j].rot = 0;
  405. }
  406. }
  407. /* Collision detection and game state update based on collisions. */
  408. void detect_collisions(AsteroidsApp* app) {
  409. /* Detect collision between bullet and asteroid. */
  410. for(int j = 0; j < app->bullets_num; j++) {
  411. Bullet* b = &app->bullets[j];
  412. for(int i = 0; i < app->asteroids_num; i++) {
  413. Asteroid* a = &app->asteroids[i];
  414. if(objects_are_colliding(a->x, a->y, a->size, b->x, b->y, 1.5, 1)) {
  415. asteroid_was_hit(app, i);
  416. remove_bullet(app, j);
  417. /* The bullet no longer exist. Break the loop.
  418. * However we want to start processing from the
  419. * same bullet index, since now it is used by
  420. * another bullet (see remove_bullet()). */
  421. j--; /* Scan this j value again. */
  422. break;
  423. }
  424. }
  425. }
  426. /* Detect collision between ship and asteroid. */
  427. for(int j = 0; j < app->asteroids_num; j++) {
  428. Asteroid* a = &app->asteroids[j];
  429. if(objects_are_colliding(a->x, a->y, a->size, app->ship.x, app->ship.y, 4, 1)) {
  430. ship_was_hit(app);
  431. break;
  432. }
  433. }
  434. }
  435. /* This is the main game execution function, called 10 times for
  436. * second (with the Flipper screen latency, an higher FPS does not
  437. * make sense). In this function we update the position of objects based
  438. * on velocity. Detect collisions. Update the score and so forth.
  439. *
  440. * Each time this function is called, app->tick is incremented. */
  441. void game_tick(void* ctx) {
  442. AsteroidsApp* app = ctx;
  443. /* There are two special screens:
  444. *
  445. * 1. Ship was hit, we frozen the game as long as ship_hit isn't zero
  446. * again, and show an animation of a rotating ship. */
  447. if(app->ship_hit) {
  448. notification_message(furi_record_open(RECORD_NOTIFICATION), &sequence_crash);
  449. app->ship.rot += 0.5;
  450. app->ship_hit--;
  451. view_port_update(app->view_port);
  452. if(app->ship_hit == 0) {
  453. restart_game(app);
  454. }
  455. return;
  456. } else if(app->gameover) {
  457. /* 2. Game over. We need to update only background asteroids. In this
  458. * state the game just displays a GAME OVER text with the floating
  459. * asteroids in backgroud. */
  460. if(key_pressed_time(app, InputKeyOk) > 100) {
  461. restart_game_after_gameover(app);
  462. }
  463. update_asteroids_position(app);
  464. view_port_update(app->view_port);
  465. return;
  466. }
  467. /* Handle keypresses. */
  468. if(app->pressed[InputKeyLeft]) app->ship.rot -= .35;
  469. if(app->pressed[InputKeyRight]) app->ship.rot += .35;
  470. if(app->pressed[InputKeyUp]) {
  471. app->ship.vx -= 0.5 * (float)sin(app->ship.rot);
  472. app->ship.vy += 0.5 * (float)cos(app->ship.rot);
  473. } else if(app->pressed[InputKeyDown]) {
  474. app->ship.vx *= 0.75;
  475. app->ship.vy *= 0.75;
  476. }
  477. /* Fire a bullet if needed. app->fire is set in
  478. * asteroids_update_keypress_state() since depends on exact
  479. * pressure timing. */
  480. if(app->fire) {
  481. uint32_t bullet_min_period = 200; // In milliseconds
  482. uint32_t now = furi_get_tick();
  483. if(now - app->last_bullet_tick >= bullet_min_period) {
  484. ship_fire_bullet(app);
  485. app->last_bullet_tick = now;
  486. }
  487. app->fire = false;
  488. }
  489. /* Update positions and detect collisions. */
  490. update_pos_by_velocity(&app->ship.x, &app->ship.y, app->ship.vx, app->ship.vy);
  491. update_bullets_position(app);
  492. update_asteroids_position(app);
  493. detect_collisions(app);
  494. /* From time to time, create a new asteroid. The more asteroids
  495. * already on the screen, the smaller probability of creating
  496. * a new one. */
  497. if(app->asteroids_num == 0 || (random() % 5000) < (30 / (1 + app->asteroids_num))) {
  498. add_asteroid(app);
  499. }
  500. app->ticks++;
  501. view_port_update(app->view_port);
  502. }
  503. /* ======================== Flipper specific code =========================== */
  504. /* Here all we do is putting the events into the queue that will be handled
  505. * in the while() loop of the app entry point function. */
  506. void input_callback(InputEvent* input_event, void* ctx) {
  507. AsteroidsApp* app = ctx;
  508. furi_message_queue_put(app->event_queue, input_event, FuriWaitForever);
  509. }
  510. /* Allocate the application state and initialize a number of stuff.
  511. * This is called in the entry point to create the application state. */
  512. AsteroidsApp* asteroids_app_alloc() {
  513. AsteroidsApp* app = malloc(sizeof(AsteroidsApp));
  514. app->gui = furi_record_open(RECORD_GUI);
  515. app->view_port = view_port_alloc();
  516. view_port_draw_callback_set(app->view_port, render_callback, app);
  517. view_port_input_callback_set(app->view_port, input_callback, app);
  518. gui_add_view_port(app->gui, app->view_port, GuiLayerFullscreen);
  519. app->event_queue = furi_message_queue_alloc(8, sizeof(InputEvent));
  520. app->running = 1; /* Turns 0 when back is pressed. */
  521. restart_game_after_gameover(app);
  522. memset(app->pressed, 0, sizeof(app->pressed));
  523. return app;
  524. }
  525. /* Free what the application allocated. It is not clear to me if the
  526. * Flipper OS, once the application exits, will be able to reclaim space
  527. * even if we forget to free something here. */
  528. void asteroids_app_free(AsteroidsApp* app) {
  529. furi_assert(app);
  530. // View related.
  531. view_port_enabled_set(app->view_port, false);
  532. gui_remove_view_port(app->gui, app->view_port);
  533. view_port_free(app->view_port);
  534. furi_record_close(RECORD_GUI);
  535. furi_message_queue_free(app->event_queue);
  536. app->gui = NULL;
  537. free(app);
  538. }
  539. /* Return the time in milliseconds the specified key is continuously
  540. * pressed. Or 0 if it is not pressed. */
  541. uint32_t key_pressed_time(AsteroidsApp* app, InputKey key) {
  542. return app->pressed[key] == 0 ? 0 : furi_get_tick() - app->pressed[key];
  543. }
  544. /* Handle keys interaction. */
  545. void asteroids_update_keypress_state(AsteroidsApp* app, InputEvent input) {
  546. // Allow Rapid fire
  547. if(input.key == InputKeyOk) {
  548. app->fire = true;
  549. }
  550. if(input.type == InputTypePress) {
  551. app->pressed[input.key] = furi_get_tick();
  552. } else if(input.type == InputTypeRelease) {
  553. app->pressed[input.key] = 0;
  554. }
  555. }
  556. int32_t asteroids_app_entry(void* p) {
  557. UNUSED(p);
  558. AsteroidsApp* app = asteroids_app_alloc();
  559. /* Create a timer. We do data analysis in the callback. */
  560. FuriTimer* timer = furi_timer_alloc(game_tick, FuriTimerTypePeriodic, app);
  561. furi_timer_start(timer, furi_kernel_get_tick_frequency() / 10);
  562. /* This is the main event loop: here we get the events that are pushed
  563. * in the queue by input_callback(), and process them one after the
  564. * other. */
  565. InputEvent input;
  566. while(app->running) {
  567. FuriStatus qstat = furi_message_queue_get(app->event_queue, &input, 100);
  568. if(qstat == FuriStatusOk) {
  569. if(DEBUG_MSG)
  570. FURI_LOG_E(TAG, "Main Loop - Input: type %d key %u", input.type, input.key);
  571. /* Handle navigation here. Then handle view-specific inputs
  572. * in the view specific handling function. */
  573. if(input.type == InputTypeShort && input.key == InputKeyBack) {
  574. app->running = 0;
  575. } else {
  576. asteroids_update_keypress_state(app, input);
  577. }
  578. } else {
  579. /* Useful to understand if the app is still alive when it
  580. * does not respond because of bugs. */
  581. if(DEBUG_MSG) {
  582. static int c = 0;
  583. c++;
  584. if(!(c % 20)) FURI_LOG_E(TAG, "Loop timeout");
  585. }
  586. }
  587. }
  588. furi_timer_free(timer);
  589. asteroids_app_free(app);
  590. return 0;
  591. }