pinball0.cxx 18 KB

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  1. #include <furi.h>
  2. #include <cstring>
  3. #include "pinball0.h"
  4. /* generated by fbt from .png files in images folder */
  5. #include <pinball0_icons.h>
  6. // Gravity should be lower than 9.8 m/s^2 since the ball is on
  7. // an angled table. We could calc this and derive the actual
  8. // vertical vector based on the angle of the table yadda yadda yadda
  9. #define GRAVITY 3.0f // 9.8f
  10. #define PHYSICS_SUB_STEPS 5
  11. #define GAME_FPS 30
  12. #define TABLE_BUMP_AMOUNT 0.3l
  13. #define MANUAL_MODE true
  14. #define MANUAL_ADJUSTMENT 20
  15. // Sound definitions
  16. // static const NotificationSequence ns_short_sound = {
  17. // &message_note_c5,
  18. // &message_delay_50,
  19. // &message_sound_off,
  20. // NULL,
  21. // };
  22. void solve(PinballState* pb, float dt) {
  23. Table* table = pb->table;
  24. float sub_dt = dt / PHYSICS_SUB_STEPS;
  25. for(int ss = 0; ss < PHYSICS_SUB_STEPS; ss++) {
  26. // apply gravity (and any other forces?)
  27. // FURI_LOG_I(TAG, "Applying gravity");
  28. if(table->balls_released) {
  29. float bump_amt = 1.0f;
  30. if(pb->keys[InputKeyUp]) {
  31. bump_amt = -1.04f;
  32. }
  33. for(auto& b : table->balls) {
  34. // We multiply GRAVITY by dt since gravity is based on seconds
  35. b.accelerate(Vec2(0, GRAVITY * bump_amt * sub_dt));
  36. }
  37. }
  38. // apply collisions (among moving objects)
  39. // only needed for multi-ball! - is this true? what about flippers...
  40. for(size_t b1 = 0; b1 < table->balls.size(); b1++) {
  41. for(size_t b2 = b1 + 1; b2 < table->balls.size(); b2++) {
  42. if(b1 != b2) {
  43. auto& ball1 = table->balls[b1];
  44. auto& ball2 = table->balls[b2];
  45. Vec2 axis = ball1.p - ball2.p;
  46. float dist2 = axis.mag2();
  47. float dist = sqrtf(dist2);
  48. float rr = ball1.r + ball2.r;
  49. if(dist < rr) {
  50. Vec2 v1 = ball1.p - ball1.prev_p;
  51. Vec2 v2 = ball2.p - ball2.prev_p;
  52. float factor = (dist - rr) / dist;
  53. ball1.p -= axis * factor * 0.5f;
  54. ball2.p -= axis * factor * 0.5f;
  55. float damping = 1.01f;
  56. float f1 = (damping * (axis.x * v1.x + axis.y * v1.y)) / dist2;
  57. float f2 = (damping * (axis.x * v2.x + axis.y * v2.y)) / dist2;
  58. v1.x += f2 * axis.x - f1 * axis.x;
  59. v2.x += f1 * axis.x - f2 * axis.x;
  60. v1.y += f2 * axis.y - f1 * axis.y;
  61. v2.y += f1 * axis.y - f2 * axis.y;
  62. ball1.prev_p = ball1.p - v1;
  63. ball2.prev_p = ball2.p - v2;
  64. }
  65. }
  66. }
  67. }
  68. // collisions with static objects and flippers
  69. for(auto& b : table->balls) {
  70. for(auto& o : table->objects) {
  71. if(o->physical && o->collide(b)) {
  72. o->reset_animation();
  73. continue;
  74. }
  75. }
  76. for(auto& f : table->flippers) {
  77. if(f.collide(b)) {
  78. continue;
  79. }
  80. }
  81. }
  82. // update positions - of balls AND flippers
  83. if(table->balls_released) {
  84. for(auto& b : table->balls) {
  85. b.update(sub_dt);
  86. }
  87. }
  88. for(auto& f : table->flippers) {
  89. f.update(sub_dt);
  90. }
  91. }
  92. // Did any balls fall off the table?
  93. size_t num_in_play = table->balls.size();
  94. auto i = table->balls.begin();
  95. while(i != table->balls.end()) {
  96. if(i->p.y > 1280 + 100) {
  97. FURI_LOG_I(TAG, "ball off table!");
  98. i = table->balls.erase(i);
  99. num_in_play--;
  100. } else {
  101. ++i;
  102. }
  103. }
  104. if(num_in_play == 0) {
  105. table->balls_released = false;
  106. table->num_lives--;
  107. if(table->num_lives > 0) {
  108. table->balls = table->balls_initial;
  109. }
  110. }
  111. }
  112. void pinball_state_init(PinballState* pb) {
  113. furi_assert(pb);
  114. pb->storage = (Storage*)furi_record_open(RECORD_STORAGE);
  115. pb->notify = (NotificationApp*)furi_record_open(RECORD_NOTIFICATION);
  116. pb->table = NULL;
  117. pb->tick = 0;
  118. pb->gameStarted = false;
  119. pb->game_mode = GM_TableSelect;
  120. pb->keys[InputKeyUp] = false;
  121. pb->keys[InputKeyDown] = false;
  122. pb->keys[InputKeyRight] = false;
  123. pb->keys[InputKeyLeft] = false;
  124. }
  125. int modulo(int a, int b) {
  126. return (a % b + b) % b;
  127. }
  128. static void pinball_draw_callback(Canvas* const canvas, void* ctx) {
  129. furi_assert(ctx);
  130. PinballState* pb = (PinballState*)ctx;
  131. furi_mutex_acquire(pb->mutex, FuriWaitForever);
  132. // What are we drawing? table select / menu or the actual game?
  133. switch(pb->game_mode) {
  134. case GM_TableSelect: {
  135. canvas_draw_icon(canvas, 0, 0, &I_pinball0_logo); // our sweet logo
  136. // draw the list of table names: display it as a carousel - where the list repeats
  137. // and the currently selected item is always in the middle, surrounded by pinballs
  138. const TableList& list = pb->table_list;
  139. int32_t y = 25;
  140. size_t half_way = list.display_size / 2;
  141. for(size_t i = 0; i < list.display_size; i++) {
  142. int index =
  143. (list.selected - half_way + i + list.menu_items.size()) % list.menu_items.size();
  144. const auto& menu_item = list.menu_items[index];
  145. canvas_draw_str_aligned(
  146. canvas,
  147. LCD_WIDTH / 2,
  148. y,
  149. AlignCenter,
  150. AlignTop,
  151. furi_string_get_cstr(menu_item.name));
  152. if(i == half_way) {
  153. canvas_draw_disc(canvas, 8, y + 3, 2);
  154. canvas_draw_disc(canvas, 56, y + 3, 2);
  155. }
  156. y += 12;
  157. }
  158. pb->table->draw(canvas);
  159. } break;
  160. case GM_Playing:
  161. pb->table->draw(canvas);
  162. break;
  163. case GM_GameOver: {
  164. // pb->table->draw(canvas);
  165. int32_t y = 56;
  166. size_t interval = 40;
  167. float theta = (float)((pb->tick % interval) / (interval * 1.0f)) * (float)(M_PI * 2);
  168. FURI_LOG_I(TAG, "tick: %lu, theta: %.4f", pb->tick, (double)theta);
  169. // float theta_offset = (float)((pb->tick % 16) / 16.0);
  170. float theta_offset = 0;
  171. // int32_t y_offset = y + sinf(theta) * 4;
  172. canvas_draw_icon(canvas, 16, y + sinf(theta) * 4, &I_Arcade_G);
  173. canvas_draw_icon(canvas, 24, y + sinf(theta + theta_offset) * 4, &I_Arcade_A);
  174. canvas_draw_icon(canvas, 32, y + sinf(theta + theta_offset * 2) * 4, &I_Arcade_M);
  175. canvas_draw_icon(canvas, 40, y + sinf(theta + theta_offset * 3) * 4, &I_Arcade_E);
  176. canvas_draw_icon(canvas, 16, y + sinf(theta) * 4 + 8, &I_Arcade_O);
  177. canvas_draw_icon(canvas, 24, y + sinf(theta + theta_offset) * 4 + 8, &I_Arcade_V);
  178. canvas_draw_icon(canvas, 32, y + sinf(theta + theta_offset * 2) * 4 + 8, &I_Arcade_E);
  179. canvas_draw_icon(canvas, 40, y + sinf(theta + theta_offset * 3) * 4 + 8, &I_Arcade_R);
  180. } break;
  181. case GM_Error: {
  182. // pb->text contains error message
  183. canvas_draw_icon(canvas, 0, 10, &I_Arcade_E);
  184. canvas_draw_icon(canvas, 8, 10, &I_Arcade_R);
  185. canvas_draw_icon(canvas, 16, 10, &I_Arcade_R);
  186. canvas_draw_icon(canvas, 24, 10, &I_Arcade_O);
  187. canvas_draw_icon(canvas, 32, 10, &I_Arcade_R);
  188. int x = 10;
  189. int y = 30;
  190. // split the string on \n and display each line
  191. // strtok is disabled - whyyy
  192. char buf[256];
  193. strncpy(buf, pb->text, 256);
  194. char* str = buf;
  195. char* p = buf;
  196. bool at_end = false;
  197. while(str != NULL) {
  198. while(p && *p != '\n' && *p != '\0')
  199. p++;
  200. if(p && *p == '\0') at_end = true;
  201. *p = '\0';
  202. canvas_draw_str_aligned(canvas, x, y, AlignLeft, AlignTop, str);
  203. if(at_end) {
  204. str = NULL;
  205. break;
  206. }
  207. str = p + 1;
  208. p = str;
  209. y += 12;
  210. }
  211. pb->table->draw(canvas);
  212. } break;
  213. default:
  214. FURI_LOG_E(TAG, "Unknown Game Mode");
  215. break;
  216. }
  217. furi_mutex_release(pb->mutex);
  218. }
  219. static void pinball_input_callback(InputEvent* input_event, void* ctx) {
  220. furi_assert(ctx);
  221. FuriMessageQueue* event_queue = (FuriMessageQueue*)ctx;
  222. PinballEvent event = {.type = EventTypeKey, .input = *input_event};
  223. furi_message_queue_put(event_queue, &event, FuriWaitForever);
  224. }
  225. extern "C" int32_t pinball0_app(void* p) {
  226. UNUSED(p);
  227. PinballState* pinball_state = (PinballState*)malloc(sizeof(PinballState));
  228. pinball_state->mutex = furi_mutex_alloc(FuriMutexTypeNormal);
  229. if(!pinball_state->mutex) {
  230. FURI_LOG_E(TAG, "Cannot create mutex!");
  231. free(pinball_state);
  232. return 0;
  233. }
  234. pinball_state_init(pinball_state);
  235. // read the list of tables from storage
  236. table_table_list_init(pinball_state);
  237. // load the table select table
  238. table_load_table(pinball_state, 0);
  239. FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(PinballEvent));
  240. furi_timer_set_thread_priority(FuriTimerThreadPriorityElevated);
  241. ViewPort* view_port = view_port_alloc();
  242. view_port_set_orientation(view_port, ViewPortOrientationVertical);
  243. view_port_draw_callback_set(view_port, pinball_draw_callback, pinball_state);
  244. view_port_input_callback_set(view_port, pinball_input_callback, event_queue);
  245. // Open the GUI and register view_port
  246. Gui* gui = (Gui*)furi_record_open(RECORD_GUI);
  247. gui_add_view_port(gui, view_port, GuiLayerFullscreen);
  248. notification_message(pinball_state->notify, &sequence_display_backlight_enforce_on);
  249. // dolphin_deed(DolphinDeedPluginGameStart);
  250. pinball_state->processing = true;
  251. float dt = 0.0f;
  252. uint32_t last_frame_time = furi_get_tick();
  253. FURI_LOG_I(TAG, "Starting event loop");
  254. PinballEvent event;
  255. while(pinball_state->processing) {
  256. FuriStatus event_status =
  257. furi_message_queue_get(event_queue, &event, 10); // TODO best rate?
  258. furi_mutex_acquire(pinball_state->mutex, FuriWaitForever);
  259. if(event_status == FuriStatusOk) {
  260. if(event.type == EventTypeKey) {
  261. if(event.input.type == InputTypePress || event.input.type == InputTypeLong ||
  262. event.input.type == InputTypeRepeat) {
  263. switch(event.input.key) {
  264. case InputKeyBack:
  265. if(pinball_state->game_mode == GM_Playing ||
  266. pinball_state->game_mode == GM_GameOver ||
  267. pinball_state->game_mode == GM_Error) {
  268. pinball_state->game_mode = GM_TableSelect;
  269. table_load_table(pinball_state, TABLE_SELECT);
  270. } else if(pinball_state->game_mode == GM_TableSelect) {
  271. pinball_state->processing = false;
  272. }
  273. break;
  274. case InputKeyRight:
  275. pinball_state->keys[InputKeyRight] = true;
  276. // temp
  277. if(MANUAL_MODE && pinball_state->table->balls_released == false) {
  278. pinball_state->table->balls[0].p.x += MANUAL_ADJUSTMENT;
  279. pinball_state->table->balls[0].prev_p.x += MANUAL_ADJUSTMENT;
  280. }
  281. for(auto& f : pinball_state->table->flippers) {
  282. if(f.side == Flipper::RIGHT) {
  283. f.powered = true;
  284. }
  285. }
  286. break;
  287. case InputKeyLeft:
  288. // FURI_LOG_I(TAG, "LEFT on");
  289. pinball_state->keys[InputKeyLeft] = true;
  290. // temp
  291. if(MANUAL_MODE && pinball_state->table->balls_released == false) {
  292. pinball_state->table->balls[0].p.x -= MANUAL_ADJUSTMENT;
  293. pinball_state->table->balls[0].prev_p.x -= MANUAL_ADJUSTMENT;
  294. }
  295. for(auto& f : pinball_state->table->flippers) {
  296. if(f.side == Flipper::LEFT) {
  297. f.powered = true;
  298. }
  299. }
  300. break;
  301. case InputKeyUp: // bump table
  302. if(pinball_state->game_mode == GM_Playing) {
  303. if(event.input.type == InputTypePress) {
  304. pinball_state->keys[InputKeyUp] = true;
  305. }
  306. } else if(pinball_state->game_mode == GM_TableSelect) {
  307. pinball_state->table_list.selected =
  308. (pinball_state->table_list.selected - 1 +
  309. pinball_state->table_list.menu_items.size()) %
  310. pinball_state->table_list.menu_items.size();
  311. }
  312. // temp
  313. if(MANUAL_MODE && pinball_state->table->balls_released == false) {
  314. pinball_state->table->balls[0].p.y -= MANUAL_ADJUSTMENT;
  315. pinball_state->table->balls[0].prev_p.y -= MANUAL_ADJUSTMENT;
  316. }
  317. break;
  318. case InputKeyDown:
  319. if(pinball_state->game_mode == GM_Playing) {
  320. pinball_state->keys[InputKeyDown] = true;
  321. } else if(pinball_state->game_mode == GM_TableSelect) {
  322. pinball_state->table_list.selected =
  323. (pinball_state->table_list.selected + 1) %
  324. pinball_state->table_list.menu_items.size();
  325. }
  326. // temp
  327. if(MANUAL_MODE && pinball_state->table->balls_released == false) {
  328. pinball_state->table->balls[0].p.y += MANUAL_ADJUSTMENT;
  329. pinball_state->table->balls[0].prev_p.y += MANUAL_ADJUSTMENT;
  330. }
  331. break;
  332. case InputKeyOk:
  333. if(pinball_state->game_mode == GM_Playing) {
  334. if(!pinball_state->table->balls_released) {
  335. pinball_state->gameStarted = true;
  336. pinball_state->table->balls_released = true;
  337. }
  338. } else if(pinball_state->game_mode == GM_TableSelect) {
  339. size_t sel = pinball_state->table_list.selected;
  340. if(!table_load_table(pinball_state, sel + TABLE_INDEX_OFFSET)) {
  341. pinball_state->game_mode = GM_Error;
  342. table_load_table(pinball_state, TABLE_ERROR);
  343. } else {
  344. pinball_state->game_mode = GM_Playing;
  345. }
  346. }
  347. break;
  348. default:
  349. break;
  350. }
  351. } else if(event.input.type == InputTypeRelease) {
  352. switch(event.input.key) {
  353. case InputKeyLeft: {
  354. pinball_state->keys[InputKeyLeft] = false;
  355. for(auto& f : pinball_state->table->flippers) {
  356. if(f.side == Flipper::LEFT) {
  357. f.powered = false;
  358. }
  359. }
  360. break;
  361. }
  362. case InputKeyRight: {
  363. pinball_state->keys[InputKeyRight] = false;
  364. for(auto& f : pinball_state->table->flippers) {
  365. if(f.side == Flipper::RIGHT) {
  366. f.powered = false;
  367. }
  368. }
  369. break;
  370. }
  371. case InputKeyUp:
  372. pinball_state->keys[InputKeyUp] = false;
  373. break;
  374. case InputKeyDown:
  375. pinball_state->keys[InputKeyDown] = false;
  376. // TODO: release plunger?
  377. break;
  378. default:
  379. break;
  380. }
  381. }
  382. }
  383. }
  384. solve(pinball_state, dt);
  385. for(auto& o : pinball_state->table->objects) {
  386. o->step_animation();
  387. }
  388. // check game state
  389. if(pinball_state->game_mode == GM_Playing && pinball_state->table->num_lives == 0) {
  390. FURI_LOG_W(TAG, "GAME OVER!");
  391. pinball_state->game_mode = GM_GameOver;
  392. }
  393. // no keys pressed - we should clear all input keys?
  394. view_port_update(view_port);
  395. furi_mutex_release(pinball_state->mutex);
  396. // game timing
  397. uint32_t time_lapsed = furi_get_tick() - last_frame_time;
  398. dt = time_lapsed / 1000.0f;
  399. while(dt < 1.0f / GAME_FPS) {
  400. time_lapsed = furi_get_tick() - last_frame_time;
  401. dt = time_lapsed / 1000.0f;
  402. }
  403. pinball_state->tick++;
  404. last_frame_time = furi_get_tick();
  405. }
  406. // general cleanup
  407. notification_message(pinball_state->notify, &sequence_display_backlight_enforce_auto);
  408. view_port_enabled_set(view_port, false);
  409. gui_remove_view_port(gui, view_port);
  410. furi_record_close(RECORD_GUI);
  411. furi_record_close(RECORD_STORAGE);
  412. furi_record_close(RECORD_NOTIFICATION);
  413. view_port_free(view_port);
  414. furi_message_queue_free(event_queue);
  415. furi_mutex_free(pinball_state->mutex);
  416. delete pinball_state->table;
  417. free(pinball_state);
  418. furi_timer_set_thread_priority(FuriTimerThreadPriorityNormal);
  419. return 0;
  420. }