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- #include "level_game.h"
- #include "level_message.h"
- const NotificationSequence sequence_sound_ball_collide = {
- &message_note_c7,
- &message_delay_50,
- &message_sound_off,
- NULL,
- };
- const NotificationSequence sequence_sound_ball_paddle_collide = {
- &message_note_d6,
- &message_delay_10,
- &message_sound_off,
- NULL,
- };
- const NotificationSequence sequence_sound_ball_lost = {
- &message_vibro_on,
- &message_note_ds4,
- &message_delay_10,
- &message_sound_off,
- &message_delay_10,
- &message_note_ds4,
- &message_delay_10,
- &message_sound_off,
- &message_delay_10,
- &message_note_ds4,
- &message_delay_10,
- &message_sound_off,
- &message_delay_10,
- &message_vibro_off,
- NULL,
- };
- typedef enum {
- GameEventBallLost,
- } GameEvent;
- /****** Ball ******/
- static const EntityDescription paddle_desc;
- typedef struct {
- Vector speed;
- float radius;
- float max_speed;
- } Ball;
- static void ball_reset(Ball* ball) {
- ball->max_speed = 2;
- ball->speed = (Vector){0, 0};
- ball->radius = 2;
- }
- static void ball_start(Entity* self, GameManager* manager, void* context) {
- UNUSED(manager);
- Ball* ball = context;
- ball_reset(ball);
- entity_collider_add_circle(self, ball->radius);
- }
- static void ball_set_angle(Ball* ball, float angle) {
- ball->speed.x = cosf(angle * (M_PI / 180.0f)) * ball->max_speed;
- ball->speed.y = sinf(angle * (M_PI / 180.0f)) * ball->max_speed;
- }
- static void ball_update(Entity* entity, GameManager* manager, void* context) {
- UNUSED(manager);
- Ball* ball = context;
- Vector pos = entity_pos_get(entity);
- pos = vector_add(pos, ball->speed);
- const Vector screen = {128, 64};
- // prevent to go out of screen
- if(pos.x - ball->radius < 0) {
- pos.x = ball->radius;
- ball->speed.x = -ball->speed.x;
- } else if(pos.x + ball->radius > screen.x) {
- pos.x = screen.x - ball->radius;
- ball->speed.x = -ball->speed.x;
- } else if(pos.y - ball->radius < 0) {
- pos.y = ball->radius;
- ball->speed.y = -ball->speed.y;
- } else if(pos.y - ball->radius > screen.y) {
- Level* level = game_manager_current_level_get(manager);
- level_send_event(level, entity, &paddle_desc, GameEventBallLost, (EntityEventValue){0});
- }
- entity_pos_set(entity, pos);
- }
- static void ball_render(Entity* entity, GameManager* manager, Canvas* canvas, void* context) {
- UNUSED(manager);
- Ball* ball = context;
- Vector pos = entity_pos_get(entity);
- canvas_draw_disc(canvas, pos.x, pos.y, ball->radius);
- }
- static const EntityDescription ball_desc = {
- .start = ball_start,
- .stop = NULL,
- .update = ball_update,
- .render = ball_render,
- .collision = NULL,
- .event = NULL,
- .context_size = sizeof(Ball),
- };
- /****** Block ******/
- static const EntityDescription block_desc;
- typedef struct {
- Vector size;
- } Block;
- static void block_spawn(Level* level, Vector pos, Vector size) {
- Entity* block = level_add_entity(level, &block_desc);
- entity_collider_add_rect(block, size.x, size.y);
- entity_pos_set(block, pos);
- Block* block_context = entity_context_get(block);
- block_context->size = size;
- }
- static void block_render(Entity* entity, GameManager* manager, Canvas* canvas, void* context) {
- UNUSED(manager);
- Block* block = context;
- Vector pos = entity_pos_get(entity);
- canvas_draw_box(
- canvas, pos.x - block->size.x / 2, pos.y - block->size.y / 2, block->size.x, block->size.y);
- }
- static void block_collision(Entity* self, Entity* other, GameManager* manager, void* context) {
- UNUSED(manager);
- if(entity_description_get(other) == &ball_desc) {
- Ball* ball = entity_context_get(other);
- Block* block = context;
- Vector ball_pos = entity_pos_get(other);
- Vector block_pos = entity_pos_get(self);
- Vector closest = {
- CLAMP(ball_pos.x, block_pos.x + block->size.x / 2, block_pos.x - block->size.x / 2),
- CLAMP(ball_pos.y, block_pos.y + block->size.y / 2, block_pos.y - block->size.y / 2),
- };
- // change the ball speed based on the collision
- Vector distance = vector_sub(ball_pos, closest);
- if(fabsf(distance.x) < fabsf(distance.y)) {
- ball->speed.y = -ball->speed.y;
- } else {
- ball->speed.x = -ball->speed.x;
- }
- Level* level = game_manager_current_level_get(manager);
- level_remove_entity(level, self);
- GameContext* game = game_manager_game_context_get(manager);
- game_sound_play(game, &sequence_sound_ball_collide);
- if(level_entity_count(level, &block_desc) == 0) {
- LevelMessageContext* message_context = level_context_get(game->levels.message);
- furi_string_set(message_context->message, "You win!");
- game_manager_next_level_set(manager, game->levels.message);
- }
- }
- }
- static const EntityDescription block_desc = {
- .start = NULL,
- .stop = NULL,
- .update = NULL,
- .render = block_render,
- .collision = block_collision,
- .event = NULL,
- .context_size = sizeof(Block),
- };
- /****** Paddle ******/
- static const Vector paddle_start_size = {30, 3};
- typedef struct {
- Vector size;
- bool ball_launched;
- Entity* ball;
- } Paddle;
- static void paddle_start(Entity* self, GameManager* manager, void* context) {
- UNUSED(manager);
- Paddle* paddle = context;
- paddle->size = paddle_start_size;
- paddle->ball_launched = false;
- entity_pos_set(self, (Vector){64, 61});
- entity_collider_add_rect(self, paddle->size.x, paddle->size.y);
- Level* level = game_manager_current_level_get(manager);
- paddle->ball = level_add_entity(level, &ball_desc);
- }
- static void paddle_stop(Entity* entity, GameManager* manager, void* context) {
- UNUSED(entity);
- Paddle* paddle = context;
- Level* level = game_manager_current_level_get(manager);
- level_remove_entity(level, paddle->ball);
- paddle->ball = NULL;
- }
- static float paddle_x_from_angle(float angle) {
- const float min_angle = -45.0f;
- const float max_angle = 45.0f;
- return 128.0f * (angle - min_angle) / (max_angle - min_angle);
- }
- static void paddle_update(Entity* entity, GameManager* manager, void* context) {
- Paddle* paddle = context;
- InputState input = game_manager_input_get(manager);
- GameContext* game_context = game_manager_game_context_get(manager);
- Vector pos = entity_pos_get(entity);
- float paddle_half = paddle->size.x / 2;
- if(game_context->imu_present) {
- pos.x = paddle_x_from_angle(-imu_pitch_get(game_context->imu));
- } else {
- if(input.held & GameKeyLeft) {
- pos.x -= 2;
- }
- if(input.held & GameKeyRight) {
- pos.x += 2;
- }
- }
- pos.x = CLAMP(pos.x, 128 - paddle_half, paddle_half);
- entity_pos_set(entity, pos);
- if(input.pressed & GameKeyBack) {
- game_manager_next_level_set(manager, game_context->levels.menu);
- }
- if(input.pressed & GameKeyOk) {
- if(!paddle->ball_launched) {
- paddle->ball_launched = true;
- Ball* ball = entity_context_get(paddle->ball);
- ball_set_angle(ball, 270.0f);
- }
- }
- if(!paddle->ball_launched) {
- Vector ball_pos = entity_pos_get(paddle->ball);
- Ball* ball = entity_context_get(paddle->ball);
- ball_pos.x = pos.x;
- ball_pos.y = pos.y - paddle->size.y / 2 - ball->radius;
- entity_pos_set(paddle->ball, ball_pos);
- }
- }
- static void paddle_render(Entity* entity, GameManager* manager, Canvas* canvas, void* context) {
- UNUSED(manager);
- Paddle* paddle = context;
- Vector pos = entity_pos_get(entity);
- float paddle_half = paddle->size.x / 2;
- canvas_draw_box(canvas, pos.x - paddle_half, pos.y, paddle->size.x, paddle->size.y);
- }
- static void paddle_collision(Entity* self, Entity* other, GameManager* manager, void* context) {
- UNUSED(manager);
- if(entity_description_get(other) == &ball_desc) {
- Ball* ball = entity_context_get(other);
- Paddle* paddle = context;
- Vector ball_pos = entity_pos_get(other);
- Vector paddle_pos = entity_pos_get(self);
- float paddle_half = paddle->size.x / 2;
- float paddle_center = paddle_pos.x;
- float paddle_edge = paddle_center - paddle_half;
- float paddle_edge_distance = ball_pos.x - paddle_edge;
- float paddle_edge_distance_normalized = paddle_edge_distance / paddle->size.x;
- // lerp the angle based on the distance from the paddle center
- float angle = 270.0f - 45.0f + 90.0f * paddle_edge_distance_normalized;
- ball_set_angle(ball, angle);
- GameContext* game = game_manager_game_context_get(manager);
- game_sound_play(game, &sequence_sound_ball_paddle_collide);
- }
- }
- static void paddle_event(Entity* self, GameManager* manager, EntityEvent event, void* context) {
- UNUSED(manager);
- UNUSED(self);
- if(event.type == GameEventBallLost) {
- Paddle* paddle = context;
- paddle->ball_launched = false;
- Ball* ball = entity_context_get(paddle->ball);
- ball_reset(ball);
- GameContext* game = game_manager_game_context_get(manager);
- game_sound_play(game, &sequence_sound_ball_lost);
- }
- }
- static const EntityDescription paddle_desc = {
- .start = paddle_start,
- .stop = paddle_stop,
- .update = paddle_update,
- .render = paddle_render,
- .collision = paddle_collision,
- .event = paddle_event,
- .context_size = sizeof(Paddle),
- };
- static void level_1_spawn(Level* level) {
- level_add_entity(level, &paddle_desc);
- const Vector block_size = {13, 5};
- const Vector screen = {128, 64};
- const int block_count_x = screen.x / block_size.x;
- const int block_count_y = 6;
- size_t block_spacing = 1;
- for(int y = 0; y < block_count_y; y++) {
- for(int x = 0; x < block_count_x; x++) {
- Vector pos = {
- (x) * (block_size.x + block_spacing) + block_size.x / 2,
- (y) * (block_size.y + block_spacing) + block_size.y / 2,
- };
- block_spawn(level, pos, block_size);
- }
- }
- }
- static void level_game_start(Level* level, GameManager* manager, void* context) {
- UNUSED(manager);
- UNUSED(context);
- level_1_spawn(level);
- }
- static void level_game_stop(Level* level, GameManager* manager, void* context) {
- UNUSED(manager);
- UNUSED(context);
- level_clear(level);
- }
- const LevelBehaviour level_game = {
- .alloc = NULL,
- .free = NULL,
- .start = level_game_start,
- .stop = level_game_stop,
- .context_size = 0,
- };
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