app.c 25 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 highscore; /* Highscore. Shown on Game Over Screen */
  56. uint32_t last_score; /* Last score. Shown on Game Over screen */
  57. uint32_t lives; /* Number of lives in the current game. */
  58. uint32_t ship_hit; /* When non zero, the ship was hit by an asteroid
  59. and we need to show an animation as long as
  60. its value is non-zero (and decrease it's value
  61. at each tick of animation). */
  62. /* Ship state. */
  63. struct Ship ship;
  64. /* Bullets state. */
  65. struct Bullet bullets[MAXBUL]; /* Each bullet state. */
  66. int bullets_num; /* Active bullets. */
  67. uint32_t last_bullet_tick; /* Tick the last bullet was fired. */
  68. /* Asteroids state. */
  69. Asteroid asteroids[MAXAST]; /* Each asteroid state. */
  70. int asteroids_num; /* Active asteroids. */
  71. uint32_t pressed[InputKeyMAX]; /* pressed[id] is true if pressed.
  72. Each array item contains the time
  73. in milliseconds the key was pressed. */
  74. bool fire; /* Short press detected: fire a bullet. */
  75. } AsteroidsApp;
  76. const NotificationSequence sequence_crash = {
  77. &message_red_255,
  78. &message_vibro_on,
  79. // &message_note_g5, // Play sound but currently disabled
  80. &message_delay_25,
  81. // &message_note_e5,
  82. &message_vibro_off,
  83. &message_sound_off,
  84. NULL,
  85. };
  86. const NotificationSequence sequence_bullet_fired = {
  87. &message_vibro_on,
  88. // &message_note_g5, // Play sound but currently disabled. Need On/Off menu setting
  89. &message_delay_10,
  90. &message_delay_1,
  91. &message_delay_1,
  92. &message_delay_1,
  93. &message_delay_1,
  94. &message_delay_1,
  95. // &message_note_e5,
  96. &message_vibro_off,
  97. &message_sound_off,
  98. NULL,
  99. };
  100. /* ============================== Prototyeps ================================ */
  101. // Only functions called before their definition are here.
  102. void restart_game_after_gameover(AsteroidsApp* app);
  103. uint32_t key_pressed_time(AsteroidsApp* app, InputKey key);
  104. /* ============================ 2D drawing ================================== */
  105. /* This structure represents a polygon of at most POLY_MAX points.
  106. * The function draw_poly() is able to render it on the screen, rotated
  107. * by the amount specified. */
  108. #define POLY_MAX 8
  109. typedef struct Poly {
  110. float x[POLY_MAX];
  111. float y[POLY_MAX];
  112. uint32_t points; /* Number of points actually populated. */
  113. } Poly;
  114. /* Define the polygons we use. */
  115. Poly ShipPoly = {{-3, 0, 3}, {-3, 6, -3}, 3};
  116. /* Rotate the point of the poligon 'poly' and store the new rotated
  117. * polygon in 'rot'. The polygon is rotated by an angle 'a', with
  118. * center at 0,0. */
  119. void rotate_poly(Poly* rot, Poly* poly, float a) {
  120. /* We want to compute sin(a) and cos(a) only one time
  121. * for every point to rotate. It's a slow operation. */
  122. float sin_a = (float)sin(a);
  123. float cos_a = (float)cos(a);
  124. for(uint32_t j = 0; j < poly->points; j++) {
  125. rot->x[j] = poly->x[j] * cos_a - poly->y[j] * sin_a;
  126. rot->y[j] = poly->y[j] * cos_a + poly->x[j] * sin_a;
  127. }
  128. rot->points = poly->points;
  129. }
  130. /* This is an 8 bit LFSR we use to generate a predictable and fast
  131. * pseudorandom sequence of numbers, to give a different shape to
  132. * each asteroid. */
  133. void lfsr_next(unsigned char* prev) {
  134. unsigned char lsb = *prev & 1;
  135. *prev = *prev >> 1;
  136. if(lsb == 1) *prev ^= 0b11000111;
  137. *prev ^= *prev << 7; /* Mix things a bit more. */
  138. }
  139. /* Render the polygon 'poly' at x,y, rotated by the specified angle. */
  140. void draw_poly(Canvas* const canvas, Poly* poly, uint8_t x, uint8_t y, float a) {
  141. Poly rot;
  142. rotate_poly(&rot, poly, a);
  143. canvas_set_color(canvas, ColorBlack);
  144. for(uint32_t j = 0; j < rot.points; j++) {
  145. uint32_t a = j;
  146. uint32_t b = j + 1;
  147. if(b == rot.points) b = 0;
  148. canvas_draw_line(canvas, x + rot.x[a], y + rot.y[a], x + rot.x[b], y + rot.y[b]);
  149. }
  150. }
  151. /* A bullet is just a + pixels pattern. A single pixel is not
  152. * visible enough. */
  153. void draw_bullet(Canvas* const canvas, Bullet* b) {
  154. canvas_draw_dot(canvas, b->x - 1, b->y);
  155. canvas_draw_dot(canvas, b->x + 1, b->y);
  156. canvas_draw_dot(canvas, b->x, b->y);
  157. canvas_draw_dot(canvas, b->x, b->y - 1);
  158. canvas_draw_dot(canvas, b->x, b->y + 1);
  159. }
  160. /* Draw an asteroid. The asteroid shapes is computed on the fly and
  161. * is not stored in a permanent shape structure. In order to generate
  162. * the shape, we use an initial fixed shape that we resize according
  163. * to the asteroid size, perturbate according to the asteroid shape
  164. * seed, and finally draw it rotated of the right amount. */
  165. void draw_asteroid(Canvas* const canvas, Asteroid* ast) {
  166. Poly ap;
  167. /* Start with what is kinda of a circle. Note that this could be
  168. * stored into a template and copied here, to avoid computing
  169. * sin() / cos(). But the Flipper can handle it without problems. */
  170. uint8_t r = ast->shape_seed;
  171. for(int j = 0; j < 8; j++) {
  172. float a = (PI * 2) / 8 * j;
  173. /* Before generating the point, to make the shape unique generate
  174. * a random factor between .7 and 1.3 to scale the distance from
  175. * the center. However this asteroid should have its unique shape
  176. * that remains always the same, so we use a predictable PRNG
  177. * implemented by an 8 bit shift register. */
  178. lfsr_next(&r);
  179. float scaling = .7 + ((float)r / 255 * .6);
  180. ap.x[j] = (float)sin(a) * ast->size * scaling;
  181. ap.y[j] = (float)cos(a) * ast->size * scaling;
  182. }
  183. ap.points = 8;
  184. draw_poly(canvas, &ap, ast->x, ast->y, ast->rot);
  185. }
  186. /* Draw small ships in the top-right part of the screen, one for
  187. * each left live. */
  188. void draw_left_lives(Canvas* const canvas, AsteroidsApp* app) {
  189. int lives = app->lives;
  190. int x = SCREEN_XRES - 5;
  191. Poly mini_ship = {{-2, 0, 2}, {-2, 4, -2}, 3};
  192. while(lives--) {
  193. draw_poly(canvas, &mini_ship, x, 6, PI);
  194. x -= 6;
  195. }
  196. }
  197. /* Given the current position, update it according to the velocity and
  198. * wrap it back to the other side if the object went over the screen. */
  199. void update_pos_by_velocity(float* x, float* y, float vx, float vy) {
  200. /* Return back from one side to the other of the screen. */
  201. *x += vx;
  202. *y += vy;
  203. if(*x >= SCREEN_XRES)
  204. *x = 0;
  205. else if(*x < 0)
  206. *x = SCREEN_XRES - 1;
  207. if(*y >= SCREEN_YRES)
  208. *y = 0;
  209. else if(*y < 0)
  210. *y = SCREEN_YRES - 1;
  211. }
  212. /* Render the current game screen. */
  213. void render_callback(Canvas* const canvas, void* ctx) {
  214. AsteroidsApp* app = ctx;
  215. /* Clear screen. */
  216. canvas_set_color(canvas, ColorWhite);
  217. canvas_draw_box(canvas, 0, 0, SCREEN_XRES - 1, SCREEN_YRES - 1);
  218. /* Draw score. */
  219. canvas_set_color(canvas, ColorBlack);
  220. canvas_set_font(canvas, FontSecondary);
  221. char score[32];
  222. snprintf(score, sizeof(score), "%lu", app->score);
  223. canvas_draw_str(canvas, 0, 8, score);
  224. /* Draw left ships. */
  225. draw_left_lives(canvas, app);
  226. /* Draw ship, asteroids, bullets. */
  227. draw_poly(canvas, &ShipPoly, app->ship.x, app->ship.y, app->ship.rot);
  228. for(int j = 0; j < app->bullets_num; j++) draw_bullet(canvas, &app->bullets[j]);
  229. for(int j = 0; j < app->asteroids_num; j++) draw_asteroid(canvas, &app->asteroids[j]);
  230. /* Game over text. */
  231. if(app->gameover) {
  232. canvas_set_color(canvas, ColorBlack);
  233. canvas_set_font(canvas, FontPrimary);
  234. // Display High Score
  235. canvas_draw_str(canvas, 36, 9, "High Score");
  236. // Convert highscore to string
  237. int length = snprintf(NULL, 0, "%lu", app->highscore);
  238. char* str_high_score = malloc(length + 1);
  239. snprintf(str_high_score, length + 1, "%lu", app->highscore);
  240. // Get length to center on screen
  241. int nDigits = 0;
  242. if(app->highscore > 0) {
  243. nDigits = floor(log10(app->highscore)) + 1;
  244. }
  245. // Draw highscore centered
  246. canvas_draw_str(canvas, (SCREEN_XRES / 2) - (nDigits * 2), 18, str_high_score);
  247. free(str_high_score);
  248. canvas_draw_str(canvas, 28, 35, "GAME OVER");
  249. canvas_set_font(canvas, FontSecondary);
  250. canvas_draw_str(canvas, 25, 50, "Press OK to restart");
  251. }
  252. }
  253. /* ============================ Game logic ================================== */
  254. float distance(float x1, float y1, float x2, float y2) {
  255. float dx = x1 - x2;
  256. float dy = y1 - y2;
  257. return sqrt(dx * dx + dy * dy);
  258. }
  259. /* Detect a collision between the object at x1,y1 of radius r1 and
  260. * the object at x2, y2 of radius r2. A factor < 1 will make the
  261. * function detect the collision even if the objects are yet not
  262. * relly touching, while a factor > 1 will make it detect the collision
  263. * only after they are a bit overlapping. It basically is used to
  264. * rescale the distance.
  265. *
  266. * Note that in this simplified 2D world, objects are all considered
  267. * spheres (this is why this function only takes the radius). This
  268. * is, after all, kinda accurate for asteroids, for bullets, and
  269. * even for the ship "core" itself. */
  270. bool objects_are_colliding(float x1, float y1, float r1, float x2, float y2, float r2, float factor) {
  271. /* The objects are colliding if the distance between object 1 and 2
  272. * is smaller than the sum of the two radiuses r1 and r2.
  273. * So it would be like: sqrt((x1-x2)^2+(y1-y2)^2) < r1+r2.
  274. * However we can avoid computing the sqrt (which is slow) by
  275. * squaring the second term and removing the square root, making
  276. * the comparison like this:
  277. *
  278. * (x1-x2)^2+(y1-y2)^2 < (r1+r2)^2. */
  279. float dx = (x1 - x2) * factor;
  280. float dy = (y1 - y2) * factor;
  281. float rsum = r1 + r2;
  282. return dx * dx + dy * dy < rsum * rsum;
  283. }
  284. /* Create a new bullet headed in the same direction of the ship. */
  285. void ship_fire_bullet(AsteroidsApp* app) {
  286. if(app->bullets_num == MAXBUL) return;
  287. notification_message(furi_record_open(RECORD_NOTIFICATION), &sequence_bullet_fired);
  288. Bullet* b = &app->bullets[app->bullets_num];
  289. b->x = app->ship.x;
  290. b->y = app->ship.y;
  291. b->vx = -sin(app->ship.rot);
  292. b->vy = cos(app->ship.rot);
  293. /* Ship should fire from its head, not in the middle. */
  294. b->x += b->vx * 5;
  295. b->y += b->vy * 5;
  296. /* Give the bullet some velocity (for now the vector is just
  297. * normalized to 1). */
  298. b->vx *= 3;
  299. b->vy *= 3;
  300. /* It's more realistic if we add the velocity vector of the
  301. * ship, too. Otherwise if the ship is going fast the bullets
  302. * will be slower, which is not how the world works. */
  303. b->vx += app->ship.vx;
  304. b->vy += app->ship.vy;
  305. b->ttl = TTLBUL; /* The bullet will disappear after N ticks. */
  306. app->bullets_num++;
  307. }
  308. /* Remove the specified bullet by id (index in the array). */
  309. void remove_bullet(AsteroidsApp* app, int bid) {
  310. /* Replace the top bullet with the empty space left
  311. * by the removal of this bullet. This way we always take the
  312. * array dense, which is an advantage when looping. */
  313. int n = --app->bullets_num;
  314. if(n && bid != n) app->bullets[bid] = app->bullets[n];
  315. }
  316. /* Create a new asteroid, away from the ship. Return the
  317. * pointer to the asteroid object, so that the caller can change
  318. * certain things of the asteroid if needed. */
  319. Asteroid* add_asteroid(AsteroidsApp* app) {
  320. if(app->asteroids_num == MAXAST) return NULL;
  321. float size = 4 + rand() % 15;
  322. float min_distance = 20;
  323. float x, y;
  324. do {
  325. x = rand() % SCREEN_XRES;
  326. y = rand() % SCREEN_YRES;
  327. } while(distance(app->ship.x, app->ship.y, x, y) < min_distance + size);
  328. Asteroid* a = &app->asteroids[app->asteroids_num++];
  329. a->x = x;
  330. a->y = y;
  331. a->vx = 2 * (-.5 + ((float)rand() / RAND_MAX));
  332. a->vy = 2 * (-.5 + ((float)rand() / RAND_MAX));
  333. a->size = size;
  334. a->rot = 0;
  335. a->rot_speed = ((float)rand() / RAND_MAX) / 10;
  336. if(app->ticks & 1) a->rot_speed = -(a->rot_speed);
  337. a->shape_seed = rand() & 255;
  338. return a;
  339. }
  340. /* Remove the specified asteroid by id (index in the array). */
  341. void remove_asteroid(AsteroidsApp* app, int id) {
  342. /* Replace the top asteroid with the empty space left
  343. * by the removal of this one. This way we always take the
  344. * array dense, which is an advantage when looping. */
  345. int n = --app->asteroids_num;
  346. if(n && id != n) app->asteroids[id] = app->asteroids[n];
  347. }
  348. /* Called when an asteroid was reached by a bullet. The asteroid
  349. * hit is the one with the specified 'id'. */
  350. void asteroid_was_hit(AsteroidsApp* app, int id) {
  351. float sizelimit = 6; // Smaller than that polverize in one shot.
  352. Asteroid* a = &app->asteroids[id];
  353. /* Asteroid is large enough to break into fragments. */
  354. float size = a->size;
  355. float x = a->x, y = a->y;
  356. remove_asteroid(app, id);
  357. if(size > sizelimit) {
  358. int max_fragments = size / sizelimit;
  359. int fragments = 2 + rand() % max_fragments;
  360. float newsize = size / fragments;
  361. if(newsize < 2) newsize = 2;
  362. for(int j = 0; j < fragments; j++) {
  363. a = add_asteroid(app);
  364. if(a == NULL) break; // Too many asteroids on screen.
  365. a->x = x + -(size / 2) + rand() % (int)newsize;
  366. a->y = y + -(size / 2) + rand() % (int)newsize;
  367. a->size = newsize;
  368. }
  369. } else {
  370. app->score++;
  371. app->last_score = app->score; // Save for Game Over Screen
  372. if(app->score > app->highscore) {
  373. app->highscore = app->score; // Show on Game Over Screen and future main menu
  374. }
  375. }
  376. }
  377. /* Set gameover state. When in game-over mode, the game displays a gameover
  378. * text with a background of many asteroids floating around. */
  379. void game_over(AsteroidsApp* app) {
  380. restart_game_after_gameover(app);
  381. app->gameover = true;
  382. int asteroids = 8;
  383. while(asteroids-- && add_asteroid(app) != NULL)
  384. ;
  385. }
  386. /* Function called when a collision between the asteroid and the
  387. * ship is detected. */
  388. void ship_was_hit(AsteroidsApp* app) {
  389. app->ship_hit = SHIP_HIT_ANIMATION_LEN;
  390. if(app->lives) {
  391. app->lives--;
  392. } else {
  393. game_over(app);
  394. }
  395. }
  396. /* Restart game after the ship is hit. Will reset the ship position, bullets
  397. * and asteroids to restart the game. */
  398. void restart_game(AsteroidsApp* app) {
  399. app->ship.x = SCREEN_XRES / 2;
  400. app->ship.y = SCREEN_YRES / 2;
  401. app->ship.rot = PI; /* Start headed towards top. */
  402. app->ship.vx = 0;
  403. app->ship.vy = 0;
  404. app->bullets_num = 0;
  405. app->last_bullet_tick = 0;
  406. app->asteroids_num = 0;
  407. }
  408. /* Called after gameover to restart the game. This function
  409. * also calls restart_game(). */
  410. void restart_game_after_gameover(AsteroidsApp* app) {
  411. app->gameover = false;
  412. app->ticks = 0;
  413. app->score = 0;
  414. app->ship_hit = 0;
  415. app->lives = GAME_START_LIVES - 1;
  416. restart_game(app);
  417. }
  418. /* Move bullets. */
  419. void update_bullets_position(AsteroidsApp* app) {
  420. for(int j = 0; j < app->bullets_num; j++) {
  421. update_pos_by_velocity(
  422. &app->bullets[j].x, &app->bullets[j].y, app->bullets[j].vx, app->bullets[j].vy);
  423. if(--app->bullets[j].ttl == 0) {
  424. remove_bullet(app, j);
  425. j--; /* Process this bullet index again: the removal will
  426. fill it with the top bullet to take the array dense. */
  427. }
  428. }
  429. }
  430. /* Move asteroids. */
  431. void update_asteroids_position(AsteroidsApp* app) {
  432. for(int j = 0; j < app->asteroids_num; j++) {
  433. update_pos_by_velocity(
  434. &app->asteroids[j].x, &app->asteroids[j].y, app->asteroids[j].vx, app->asteroids[j].vy);
  435. app->asteroids[j].rot += app->asteroids[j].rot_speed;
  436. if(app->asteroids[j].rot < 0)
  437. app->asteroids[j].rot = 2 * PI;
  438. else if(app->asteroids[j].rot > 2 * PI)
  439. app->asteroids[j].rot = 0;
  440. }
  441. }
  442. /* Collision detection and game state update based on collisions. */
  443. void detect_collisions(AsteroidsApp* app) {
  444. /* Detect collision between bullet and asteroid. */
  445. for(int j = 0; j < app->bullets_num; j++) {
  446. Bullet* b = &app->bullets[j];
  447. for(int i = 0; i < app->asteroids_num; i++) {
  448. Asteroid* a = &app->asteroids[i];
  449. if(objects_are_colliding(a->x, a->y, a->size, b->x, b->y, 1.5, 1)) {
  450. asteroid_was_hit(app, i);
  451. remove_bullet(app, j);
  452. /* The bullet no longer exist. Break the loop.
  453. * However we want to start processing from the
  454. * same bullet index, since now it is used by
  455. * another bullet (see remove_bullet()). */
  456. j--; /* Scan this j value again. */
  457. break;
  458. }
  459. }
  460. }
  461. /* Detect collision between ship and asteroid. */
  462. for(int j = 0; j < app->asteroids_num; j++) {
  463. Asteroid* a = &app->asteroids[j];
  464. if(objects_are_colliding(a->x, a->y, a->size, app->ship.x, app->ship.y, 4, 1)) {
  465. ship_was_hit(app);
  466. break;
  467. }
  468. }
  469. }
  470. /* This is the main game execution function, called 10 times for
  471. * second (with the Flipper screen latency, an higher FPS does not
  472. * make sense). In this function we update the position of objects based
  473. * on velocity. Detect collisions. Update the score and so forth.
  474. *
  475. * Each time this function is called, app->tick is incremented. */
  476. void game_tick(void* ctx) {
  477. AsteroidsApp* app = ctx;
  478. /* There are two special screens:
  479. *
  480. * 1. Ship was hit, we frozen the game as long as ship_hit isn't zero
  481. * again, and show an animation of a rotating ship. */
  482. if(app->ship_hit) {
  483. notification_message(furi_record_open(RECORD_NOTIFICATION), &sequence_crash);
  484. app->ship.rot += 0.5;
  485. app->ship_hit--;
  486. view_port_update(app->view_port);
  487. if(app->ship_hit == 0) {
  488. restart_game(app);
  489. }
  490. return;
  491. } else if(app->gameover) {
  492. /* 2. Game over. We need to update only background asteroids. In this
  493. * state the game just displays a GAME OVER text with the floating
  494. * asteroids in backgroud. */
  495. app->lives = GAME_START_LIVES; // Show 3 lives in game over screen to match new game start
  496. app->score = app->last_score;
  497. if(key_pressed_time(app, InputKeyOk) > 100) {
  498. restart_game_after_gameover(app);
  499. }
  500. update_asteroids_position(app);
  501. view_port_update(app->view_port);
  502. return;
  503. }
  504. /* Handle keypresses. */
  505. if(app->pressed[InputKeyLeft]) app->ship.rot -= .35;
  506. if(app->pressed[InputKeyRight]) app->ship.rot += .35;
  507. if(app->pressed[InputKeyUp]) {
  508. app->ship.vx -= 0.5 * (float)sin(app->ship.rot);
  509. app->ship.vy += 0.5 * (float)cos(app->ship.rot);
  510. } else if(app->pressed[InputKeyDown]) {
  511. app->ship.vx *= 0.75;
  512. app->ship.vy *= 0.75;
  513. }
  514. /* Fire a bullet if needed. app->fire is set in
  515. * asteroids_update_keypress_state() since depends on exact
  516. * pressure timing. */
  517. if(app->fire) {
  518. uint32_t bullet_min_period = 200; // In milliseconds
  519. uint32_t now = furi_get_tick();
  520. if(now - app->last_bullet_tick >= bullet_min_period) {
  521. ship_fire_bullet(app);
  522. app->last_bullet_tick = now;
  523. }
  524. app->fire = false;
  525. }
  526. /* Update positions and detect collisions. */
  527. update_pos_by_velocity(&app->ship.x, &app->ship.y, app->ship.vx, app->ship.vy);
  528. update_bullets_position(app);
  529. update_asteroids_position(app);
  530. detect_collisions(app);
  531. /* From time to time, create a new asteroid. The more asteroids
  532. * already on the screen, the smaller probability of creating
  533. * a new one. */
  534. if(app->asteroids_num == 0 || (random() % 5000) < (30 / (1 + app->asteroids_num))) {
  535. add_asteroid(app);
  536. }
  537. app->ticks++;
  538. view_port_update(app->view_port);
  539. }
  540. /* ======================== Flipper specific code =========================== */
  541. /* Here all we do is putting the events into the queue that will be handled
  542. * in the while() loop of the app entry point function. */
  543. void input_callback(InputEvent* input_event, void* ctx) {
  544. AsteroidsApp* app = ctx;
  545. furi_message_queue_put(app->event_queue, input_event, FuriWaitForever);
  546. }
  547. /* Allocate the application state and initialize a number of stuff.
  548. * This is called in the entry point to create the application state. */
  549. AsteroidsApp* asteroids_app_alloc() {
  550. AsteroidsApp* app = malloc(sizeof(AsteroidsApp));
  551. app->gui = furi_record_open(RECORD_GUI);
  552. app->view_port = view_port_alloc();
  553. view_port_draw_callback_set(app->view_port, render_callback, app);
  554. view_port_input_callback_set(app->view_port, input_callback, app);
  555. gui_add_view_port(app->gui, app->view_port, GuiLayerFullscreen);
  556. app->event_queue = furi_message_queue_alloc(8, sizeof(InputEvent));
  557. app->running = 1; /* Turns 0 when back is pressed. */
  558. restart_game_after_gameover(app);
  559. memset(app->pressed, 0, sizeof(app->pressed));
  560. return app;
  561. }
  562. /* Free what the application allocated. It is not clear to me if the
  563. * Flipper OS, once the application exits, will be able to reclaim space
  564. * even if we forget to free something here. */
  565. void asteroids_app_free(AsteroidsApp* app) {
  566. furi_assert(app);
  567. // View related.
  568. view_port_enabled_set(app->view_port, false);
  569. gui_remove_view_port(app->gui, app->view_port);
  570. view_port_free(app->view_port);
  571. furi_record_close(RECORD_GUI);
  572. furi_message_queue_free(app->event_queue);
  573. app->gui = NULL;
  574. free(app);
  575. }
  576. /* Return the time in milliseconds the specified key is continuously
  577. * pressed. Or 0 if it is not pressed. */
  578. uint32_t key_pressed_time(AsteroidsApp* app, InputKey key) {
  579. return app->pressed[key] == 0 ? 0 : furi_get_tick() - app->pressed[key];
  580. }
  581. /* Handle keys interaction. */
  582. void asteroids_update_keypress_state(AsteroidsApp* app, InputEvent input) {
  583. // Allow Rapid fire
  584. if(input.key == InputKeyOk) {
  585. app->fire = true;
  586. }
  587. if(input.type == InputTypePress) {
  588. app->pressed[input.key] = furi_get_tick();
  589. } else if(input.type == InputTypeRelease) {
  590. app->pressed[input.key] = 0;
  591. }
  592. }
  593. int32_t asteroids_app_entry(void* p) {
  594. UNUSED(p);
  595. AsteroidsApp* app = asteroids_app_alloc();
  596. /* Create a timer. We do data analysis in the callback. */
  597. FuriTimer* timer = furi_timer_alloc(game_tick, FuriTimerTypePeriodic, app);
  598. furi_timer_start(timer, furi_kernel_get_tick_frequency() / 10);
  599. /* This is the main event loop: here we get the events that are pushed
  600. * in the queue by input_callback(), and process them one after the
  601. * other. */
  602. InputEvent input;
  603. while(app->running) {
  604. FuriStatus qstat = furi_message_queue_get(app->event_queue, &input, 100);
  605. if(qstat == FuriStatusOk) {
  606. if(DEBUG_MSG)
  607. FURI_LOG_E(TAG, "Main Loop - Input: type %d key %u", input.type, input.key);
  608. /* Handle navigation here. Then handle view-specific inputs
  609. * in the view specific handling function. */
  610. if(input.type == InputTypeShort && input.key == InputKeyBack) {
  611. app->running = 0;
  612. } else {
  613. asteroids_update_keypress_state(app, input);
  614. }
  615. } else {
  616. /* Useful to understand if the app is still alive when it
  617. * does not respond because of bugs. */
  618. if(DEBUG_MSG) {
  619. static int c = 0;
  620. c++;
  621. if(!(c % 20)) FURI_LOG_E(TAG, "Loop timeout");
  622. }
  623. }
  624. }
  625. furi_timer_free(timer);
  626. asteroids_app_free(app);
  627. return 0;
  628. }