jetpack.c 6.6 KB

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  1. #include <stdlib.h>
  2. #include <jetpack_joyride_icons.h>
  3. #include <furi.h>
  4. #include <gui/gui.h>
  5. #include <gui/icon_animation.h>
  6. #include <input/input.h>
  7. #include "includes/point.h"
  8. #include "includes/barry.h"
  9. #include "includes/scientist.h"
  10. #include "includes/particle.h"
  11. #include "includes/coin.h"
  12. #include "includes/game_state.h"
  13. #define TAG "Jetpack Joyride"
  14. typedef enum {
  15. EventTypeTick,
  16. EventTypeKey,
  17. } EventType;
  18. typedef struct {
  19. EventType type;
  20. InputEvent input;
  21. } GameEvent;
  22. static void jetpack_game_state_init(GameState* const game_state) {
  23. UNUSED(game_state);
  24. BARRY barry;
  25. barry.gravity = 0;
  26. barry.point.x = 64;
  27. barry.point.y = 32;
  28. barry.isBoosting = false;
  29. GameSprites sprites;
  30. sprites.barry = icon_animation_alloc(&A_barry);
  31. sprites.scientist = icon_animation_alloc(&A_scientist);
  32. icon_animation_start(sprites.scientist);
  33. icon_animation_start(sprites.barry);
  34. game_state->barry = barry;
  35. game_state->points = 0;
  36. game_state->distance = 0;
  37. game_state->sprites = sprites;
  38. game_state->state = GameStateLife;
  39. memset(game_state->scientists, 0, sizeof(game_state->scientists));
  40. memset(game_state->coins, 0, sizeof(game_state->coins));
  41. memset(game_state->particles, 0, sizeof(game_state->particles));
  42. }
  43. static void jetpack_game_state_free(GameState* const game_state) {
  44. icon_animation_free(game_state->sprites.barry);
  45. icon_animation_free(game_state->sprites.scientist);
  46. free(game_state);
  47. }
  48. static void jetpack_game_tick(GameState* const game_state) {
  49. barry_tick(&game_state->barry);
  50. game_state_tick(game_state);
  51. coin_tick(game_state->coins, &game_state->barry, &game_state->points);
  52. particle_tick(game_state->particles, game_state->scientists, &game_state->points);
  53. scientist_tick(game_state->scientists);
  54. if((rand() % 100) < 1) {
  55. spawn_random_coin(game_state->coins);
  56. }
  57. spawn_random_scientist(game_state->scientists);
  58. if(game_state->barry.isBoosting) {
  59. spawn_random_particles(game_state->particles, &game_state->barry);
  60. }
  61. }
  62. static void jetpack_game_render_callback(Canvas* const canvas, void* ctx) {
  63. furi_assert(ctx);
  64. const GameState* game_state = ctx;
  65. furi_mutex_acquire(game_state->mutex, FuriWaitForever);
  66. if(game_state->state == GameStateLife) {
  67. draw_coins(game_state->coins, canvas);
  68. draw_scientists(game_state->scientists, canvas, &game_state->sprites);
  69. draw_particles(game_state->particles, canvas);
  70. draw_barry(&game_state->barry, canvas, &game_state->sprites);
  71. canvas_set_font(canvas, FontSecondary);
  72. char buffer[12];
  73. snprintf(buffer, sizeof(buffer), "Dist: %u", game_state->distance);
  74. canvas_draw_str_aligned(canvas, 123, 12, AlignRight, AlignBottom, buffer);
  75. snprintf(buffer, sizeof(buffer), "Score: %u", game_state->points);
  76. canvas_draw_str_aligned(canvas, 5, 12, AlignLeft, AlignBottom, buffer);
  77. }
  78. if(game_state->state == GameStateGameOver) {
  79. // Show highscore
  80. }
  81. canvas_draw_frame(canvas, 0, 0, 128, 64);
  82. furi_mutex_release(game_state->mutex);
  83. }
  84. static void jetpack_game_input_callback(InputEvent* input_event, FuriMessageQueue* event_queue) {
  85. furi_assert(event_queue);
  86. GameEvent event = {.type = EventTypeKey, .input = *input_event};
  87. furi_message_queue_put(event_queue, &event, FuriWaitForever);
  88. }
  89. static void jetpack_game_update_timer_callback(FuriMessageQueue* event_queue) {
  90. furi_assert(event_queue);
  91. GameEvent event = {.type = EventTypeTick};
  92. furi_message_queue_put(event_queue, &event, 0);
  93. }
  94. int32_t jetpack_game_app(void* p) {
  95. UNUSED(p);
  96. int32_t return_code = 0;
  97. FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(GameEvent));
  98. GameState* game_state = malloc(sizeof(GameState));
  99. jetpack_game_state_init(game_state);
  100. game_state->mutex = furi_mutex_alloc(FuriMutexTypeNormal);
  101. if(!game_state->mutex) {
  102. FURI_LOG_E(TAG, "cannot create mutex\r\n");
  103. return_code = 255;
  104. goto free_and_exit;
  105. }
  106. // Set system callbacks
  107. ViewPort* view_port = view_port_alloc();
  108. view_port_draw_callback_set(view_port, jetpack_game_render_callback, game_state);
  109. view_port_input_callback_set(view_port, jetpack_game_input_callback, event_queue);
  110. FuriTimer* timer =
  111. furi_timer_alloc(jetpack_game_update_timer_callback, FuriTimerTypePeriodic, event_queue);
  112. furi_timer_start(timer, furi_kernel_get_tick_frequency() / 25);
  113. // Open GUI and register view_port
  114. Gui* gui = furi_record_open(RECORD_GUI);
  115. gui_add_view_port(gui, view_port, GuiLayerFullscreen);
  116. GameEvent event;
  117. for(bool processing = true; processing;) {
  118. FuriStatus event_status = furi_message_queue_get(event_queue, &event, 100);
  119. furi_mutex_acquire(game_state->mutex, FuriWaitForever);
  120. if(event_status == FuriStatusOk) {
  121. // press events
  122. if(event.type == EventTypeKey) {
  123. if(event.input.type == InputTypeRelease && event.input.key == InputKeyOk) {
  124. game_state->barry.isBoosting = false;
  125. }
  126. if(event.input.type == InputTypePress) {
  127. switch(event.input.key) {
  128. case InputKeyUp:
  129. break;
  130. case InputKeyDown:
  131. break;
  132. case InputKeyRight:
  133. break;
  134. case InputKeyLeft:
  135. break;
  136. case InputKeyOk:
  137. if(game_state->state == GameStateGameOver) {
  138. jetpack_game_state_init(game_state);
  139. }
  140. if(game_state->state == GameStateLife) {
  141. // Do something
  142. game_state->barry.isBoosting = true;
  143. }
  144. break;
  145. case InputKeyBack:
  146. processing = false;
  147. break;
  148. default:
  149. break;
  150. }
  151. }
  152. } else if(event.type == EventTypeTick) {
  153. jetpack_game_tick(game_state);
  154. }
  155. }
  156. view_port_update(view_port);
  157. furi_mutex_release(game_state->mutex);
  158. }
  159. furi_timer_free(timer);
  160. view_port_enabled_set(view_port, false);
  161. gui_remove_view_port(gui, view_port);
  162. furi_record_close(RECORD_GUI);
  163. view_port_free(view_port);
  164. furi_mutex_free(game_state->mutex);
  165. free_and_exit:
  166. jetpack_game_state_free(game_state);
  167. furi_message_queue_free(event_queue);
  168. return return_code;
  169. }