mirror of
https://github.com/UberGuidoZ/Flipper.git
synced 2024-12-24 15:30:11 +00:00
790 lines
27 KiB
C
790 lines
27 KiB
C
|
/* Copyright (C) 2023 Salvatore Sanfilippo -- All Rights Reserved
|
||
|
* See the LICENSE file for information about the license. */
|
||
|
|
||
|
#include <furi.h>
|
||
|
#include <furi_hal.h>
|
||
|
#include <storage/storage.h>
|
||
|
#include <input/input.h>
|
||
|
#include <gui/gui.h>
|
||
|
#include <stdlib.h>
|
||
|
#include <gui/gui.h>
|
||
|
#include <gui/view_dispatcher.h>
|
||
|
#include <gui/scene_manager.h>
|
||
|
#include <math.h>
|
||
|
#include <notification/notification.h>
|
||
|
#include <notification/notification_messages.h>
|
||
|
|
||
|
#define TAG "Asteroids" // Used for logging
|
||
|
#define DEBUG_MSG 1
|
||
|
#define SCREEN_XRES 128
|
||
|
#define SCREEN_YRES 64
|
||
|
#define GAME_START_LIVES 3
|
||
|
#define TTLBUL 30 /* Bullet time to live, in ticks. */
|
||
|
#define MAXBUL 5 /* Max bullets on the screen. */
|
||
|
#define MAXAST 32 /* Max asteroids on the screen. */
|
||
|
#define SHIP_HIT_ANIMATION_LEN 15
|
||
|
#define SAVING_DIRECTORY "/ext/apps/Games"
|
||
|
#define SAVING_FILENAME SAVING_DIRECTORY "/game_asteroids.save"
|
||
|
#ifndef PI
|
||
|
#define PI 3.14159265358979f
|
||
|
#endif
|
||
|
|
||
|
/* ============================ Data structures ============================= */
|
||
|
|
||
|
typedef struct Ship {
|
||
|
float x, /* Ship x position. */
|
||
|
y, /* Ship y position. */
|
||
|
vx, /* x velocity. */
|
||
|
vy, /* y velocity. */
|
||
|
rot; /* Current rotation. 2*PI full ortation. */
|
||
|
} Ship;
|
||
|
|
||
|
typedef struct Bullet {
|
||
|
float x, y, vx, vy; /* Fields like in ship. */
|
||
|
uint32_t ttl; /* Time to live, in ticks. */
|
||
|
} Bullet;
|
||
|
|
||
|
typedef struct Asteroid {
|
||
|
float x, y, vx, vy, rot, /* Fields like ship. */
|
||
|
rot_speed, /* Angular velocity (rot speed and sense). */
|
||
|
size; /* Asteroid size. */
|
||
|
uint8_t shape_seed; /* Seed to give random shape. */
|
||
|
} Asteroid;
|
||
|
|
||
|
typedef struct AsteroidsApp {
|
||
|
/* GUI */
|
||
|
Gui* gui;
|
||
|
ViewPort* view_port; /* We just use a raw viewport and we render
|
||
|
everything into the low level canvas. */
|
||
|
FuriMessageQueue* event_queue; /* Keypress events go here. */
|
||
|
|
||
|
/* Game state. */
|
||
|
int running; /* Once false exists the app. */
|
||
|
bool gameover; /* Gameover status. */
|
||
|
uint32_t ticks; /* Game ticks. Increments at each refresh. */
|
||
|
uint32_t score; /* Game score. */
|
||
|
uint32_t highscore; /* Highscore. Shown on Game Over Screen */
|
||
|
bool is_new_highscore; /* Is the last score a new highscore? */
|
||
|
uint32_t lives; /* Number of lives in the current game. */
|
||
|
uint32_t ship_hit; /* When non zero, the ship was hit by an asteroid
|
||
|
and we need to show an animation as long as
|
||
|
its value is non-zero (and decrease it's value
|
||
|
at each tick of animation). */
|
||
|
|
||
|
/* Ship state. */
|
||
|
struct Ship ship;
|
||
|
|
||
|
/* Bullets state. */
|
||
|
struct Bullet bullets[MAXBUL]; /* Each bullet state. */
|
||
|
int bullets_num; /* Active bullets. */
|
||
|
uint32_t last_bullet_tick; /* Tick the last bullet was fired. */
|
||
|
|
||
|
/* Asteroids state. */
|
||
|
Asteroid asteroids[MAXAST]; /* Each asteroid state. */
|
||
|
int asteroids_num; /* Active asteroids. */
|
||
|
|
||
|
uint32_t pressed[InputKeyMAX]; /* pressed[id] is true if pressed.
|
||
|
Each array item contains the time
|
||
|
in milliseconds the key was pressed. */
|
||
|
bool fire; /* Short press detected: fire a bullet. */
|
||
|
} AsteroidsApp;
|
||
|
|
||
|
const NotificationSequence sequence_thrusters = {
|
||
|
&message_vibro_on,
|
||
|
&message_delay_10,
|
||
|
&message_vibro_off,
|
||
|
NULL,
|
||
|
};
|
||
|
|
||
|
const NotificationSequence sequence_brake = {
|
||
|
&message_vibro_on,
|
||
|
&message_delay_10,
|
||
|
&message_delay_1,
|
||
|
&message_delay_1,
|
||
|
&message_vibro_off,
|
||
|
NULL,
|
||
|
};
|
||
|
|
||
|
const NotificationSequence sequence_crash = {
|
||
|
&message_red_255,
|
||
|
|
||
|
&message_vibro_on,
|
||
|
// &message_note_g5, // Play sound but currently disabled
|
||
|
&message_delay_25,
|
||
|
// &message_note_e5,
|
||
|
&message_vibro_off,
|
||
|
&message_sound_off,
|
||
|
NULL,
|
||
|
};
|
||
|
|
||
|
const NotificationSequence sequence_bullet_fired = {
|
||
|
&message_vibro_on,
|
||
|
// &message_note_g5, // Play sound but currently disabled. Need On/Off menu setting
|
||
|
&message_delay_10,
|
||
|
&message_delay_1,
|
||
|
&message_delay_1,
|
||
|
&message_delay_1,
|
||
|
&message_delay_1,
|
||
|
&message_delay_1,
|
||
|
|
||
|
// &message_note_e5,
|
||
|
&message_vibro_off,
|
||
|
&message_sound_off,
|
||
|
NULL,
|
||
|
};
|
||
|
|
||
|
/* ============================== Prototyeps ================================ */
|
||
|
|
||
|
// Only functions called before their definition are here.
|
||
|
bool load_game(AsteroidsApp* app);
|
||
|
void save_game(AsteroidsApp* app);
|
||
|
void restart_game_after_gameover(AsteroidsApp* app);
|
||
|
uint32_t key_pressed_time(AsteroidsApp* app, InputKey key);
|
||
|
|
||
|
/* ============================ 2D drawing ================================== */
|
||
|
|
||
|
/* This structure represents a polygon of at most POLY_MAX points.
|
||
|
* The function draw_poly() is able to render it on the screen, rotated
|
||
|
* by the amount specified. */
|
||
|
#define POLY_MAX 8
|
||
|
typedef struct Poly {
|
||
|
float x[POLY_MAX];
|
||
|
float y[POLY_MAX];
|
||
|
uint32_t points; /* Number of points actually populated. */
|
||
|
} Poly;
|
||
|
|
||
|
/* Define the polygons we use. */
|
||
|
Poly ShipPoly = {{-3, 0, 3}, {-3, 6, -3}, 3};
|
||
|
|
||
|
Poly ShipFirePoly = {{-1.5, 0, 1.5}, {-3, -6, -3}, 3};
|
||
|
|
||
|
/* Rotate the point of the poligon 'poly' and store the new rotated
|
||
|
* polygon in 'rot'. The polygon is rotated by an angle 'a', with
|
||
|
* center at 0,0. */
|
||
|
void rotate_poly(Poly* rot, Poly* poly, float a) {
|
||
|
/* We want to compute sin(a) and cos(a) only one time
|
||
|
* for every point to rotate. It's a slow operation. */
|
||
|
float sin_a = (float)sin(a);
|
||
|
float cos_a = (float)cos(a);
|
||
|
for(uint32_t j = 0; j < poly->points; j++) {
|
||
|
rot->x[j] = poly->x[j] * cos_a - poly->y[j] * sin_a;
|
||
|
rot->y[j] = poly->y[j] * cos_a + poly->x[j] * sin_a;
|
||
|
}
|
||
|
rot->points = poly->points;
|
||
|
}
|
||
|
|
||
|
/* This is an 8 bit LFSR we use to generate a predictable and fast
|
||
|
* pseudorandom sequence of numbers, to give a different shape to
|
||
|
* each asteroid. */
|
||
|
void lfsr_next(unsigned char* prev) {
|
||
|
unsigned char lsb = *prev & 1;
|
||
|
*prev = *prev >> 1;
|
||
|
if(lsb == 1) *prev ^= 0b11000111;
|
||
|
*prev ^= *prev << 7; /* Mix things a bit more. */
|
||
|
}
|
||
|
|
||
|
/* Render the polygon 'poly' at x,y, rotated by the specified angle. */
|
||
|
void draw_poly(Canvas* const canvas, Poly* poly, uint8_t x, uint8_t y, float a) {
|
||
|
Poly rot;
|
||
|
rotate_poly(&rot, poly, a);
|
||
|
canvas_set_color(canvas, ColorBlack);
|
||
|
for(uint32_t j = 0; j < rot.points; j++) {
|
||
|
uint32_t a = j;
|
||
|
uint32_t b = j + 1;
|
||
|
if(b == rot.points) b = 0;
|
||
|
canvas_draw_line(canvas, x + rot.x[a], y + rot.y[a], x + rot.x[b], y + rot.y[b]);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/* A bullet is just a + pixels pattern. A single pixel is not
|
||
|
* visible enough. */
|
||
|
void draw_bullet(Canvas* const canvas, Bullet* b) {
|
||
|
canvas_draw_dot(canvas, b->x - 1, b->y);
|
||
|
canvas_draw_dot(canvas, b->x + 1, b->y);
|
||
|
canvas_draw_dot(canvas, b->x, b->y);
|
||
|
canvas_draw_dot(canvas, b->x, b->y - 1);
|
||
|
canvas_draw_dot(canvas, b->x, b->y + 1);
|
||
|
}
|
||
|
|
||
|
/* Draw an asteroid. The asteroid shapes is computed on the fly and
|
||
|
* is not stored in a permanent shape structure. In order to generate
|
||
|
* the shape, we use an initial fixed shape that we resize according
|
||
|
* to the asteroid size, perturbate according to the asteroid shape
|
||
|
* seed, and finally draw it rotated of the right amount. */
|
||
|
void draw_asteroid(Canvas* const canvas, Asteroid* ast) {
|
||
|
Poly ap;
|
||
|
|
||
|
/* Start with what is kinda of a circle. Note that this could be
|
||
|
* stored into a template and copied here, to avoid computing
|
||
|
* sin() / cos(). But the Flipper can handle it without problems. */
|
||
|
uint8_t r = ast->shape_seed;
|
||
|
for(int j = 0; j < 8; j++) {
|
||
|
float a = (PI * 2) / 8 * j;
|
||
|
|
||
|
/* Before generating the point, to make the shape unique generate
|
||
|
* a random factor between .7 and 1.3 to scale the distance from
|
||
|
* the center. However this asteroid should have its unique shape
|
||
|
* that remains always the same, so we use a predictable PRNG
|
||
|
* implemented by an 8 bit shift register. */
|
||
|
lfsr_next(&r);
|
||
|
float scaling = .7 + ((float)r / 255 * .6);
|
||
|
|
||
|
ap.x[j] = (float)sin(a) * ast->size * scaling;
|
||
|
ap.y[j] = (float)cos(a) * ast->size * scaling;
|
||
|
}
|
||
|
ap.points = 8;
|
||
|
draw_poly(canvas, &ap, ast->x, ast->y, ast->rot);
|
||
|
}
|
||
|
|
||
|
/* Draw small ships in the top-right part of the screen, one for
|
||
|
* each left live. */
|
||
|
void draw_left_lives(Canvas* const canvas, AsteroidsApp* app) {
|
||
|
int lives = app->lives;
|
||
|
int x = SCREEN_XRES - 5;
|
||
|
|
||
|
Poly mini_ship = {{-2, 0, 2}, {-2, 4, -2}, 3};
|
||
|
while(lives--) {
|
||
|
draw_poly(canvas, &mini_ship, x, 6, PI);
|
||
|
x -= 6;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/* Given the current position, update it according to the velocity and
|
||
|
* wrap it back to the other side if the object went over the screen. */
|
||
|
void update_pos_by_velocity(float* x, float* y, float vx, float vy) {
|
||
|
/* Return back from one side to the other of the screen. */
|
||
|
*x += vx;
|
||
|
*y += vy;
|
||
|
if(*x >= SCREEN_XRES)
|
||
|
*x = 0;
|
||
|
else if(*x < 0)
|
||
|
*x = SCREEN_XRES - 1;
|
||
|
if(*y >= SCREEN_YRES)
|
||
|
*y = 0;
|
||
|
else if(*y < 0)
|
||
|
*y = SCREEN_YRES - 1;
|
||
|
}
|
||
|
|
||
|
/* Render the current game screen. */
|
||
|
void render_callback(Canvas* const canvas, void* ctx) {
|
||
|
AsteroidsApp* app = ctx;
|
||
|
|
||
|
/* Clear screen. */
|
||
|
canvas_set_color(canvas, ColorWhite);
|
||
|
canvas_draw_box(canvas, 0, 0, SCREEN_XRES - 1, SCREEN_YRES - 1);
|
||
|
|
||
|
/* Draw score. */
|
||
|
canvas_set_color(canvas, ColorBlack);
|
||
|
canvas_set_font(canvas, FontSecondary);
|
||
|
char score[32];
|
||
|
snprintf(score, sizeof(score), "%lu", app->score);
|
||
|
canvas_draw_str(canvas, 0, 8, score);
|
||
|
|
||
|
/* Draw left ships. */
|
||
|
draw_left_lives(canvas, app);
|
||
|
|
||
|
/* Draw ship, asteroids, bullets. */
|
||
|
draw_poly(canvas, &ShipPoly, app->ship.x, app->ship.y, app->ship.rot);
|
||
|
|
||
|
if(key_pressed_time(app, InputKeyUp) > 0) {
|
||
|
notification_message(furi_record_open(RECORD_NOTIFICATION), &sequence_thrusters);
|
||
|
draw_poly(canvas, &ShipFirePoly, app->ship.x, app->ship.y, app->ship.rot);
|
||
|
}
|
||
|
|
||
|
for(int j = 0; j < app->bullets_num; j++) draw_bullet(canvas, &app->bullets[j]);
|
||
|
|
||
|
for(int j = 0; j < app->asteroids_num; j++) draw_asteroid(canvas, &app->asteroids[j]);
|
||
|
|
||
|
/* Game over text. */
|
||
|
if(app->gameover) {
|
||
|
canvas_set_color(canvas, ColorBlack);
|
||
|
canvas_set_font(canvas, FontPrimary);
|
||
|
|
||
|
// TODO: if new highscore, display blinking "New High Score"
|
||
|
// Display High Score
|
||
|
if(app->is_new_highscore) {
|
||
|
canvas_draw_str(canvas, 22, 9, "New High Score!");
|
||
|
} else {
|
||
|
canvas_draw_str(canvas, 36, 9, "High Score");
|
||
|
}
|
||
|
|
||
|
// Convert highscore to string
|
||
|
int length = snprintf(NULL, 0, "%lu", app->highscore);
|
||
|
char* str_high_score = malloc(length + 1);
|
||
|
snprintf(str_high_score, length + 1, "%lu", app->highscore);
|
||
|
|
||
|
// Get length to center on screen
|
||
|
int nDigits = 0;
|
||
|
if(app->highscore > 0) {
|
||
|
nDigits = floor(log10(app->highscore)) + 1;
|
||
|
}
|
||
|
|
||
|
// Draw highscore centered
|
||
|
canvas_draw_str(canvas, (SCREEN_XRES / 2) - (nDigits * 2), 20, str_high_score);
|
||
|
free(str_high_score);
|
||
|
|
||
|
canvas_draw_str(canvas, 28, 35, "GAME OVER");
|
||
|
canvas_set_font(canvas, FontSecondary);
|
||
|
canvas_draw_str(canvas, 25, 50, "Press OK to restart");
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/* ============================ Game logic ================================== */
|
||
|
|
||
|
float distance(float x1, float y1, float x2, float y2) {
|
||
|
float dx = x1 - x2;
|
||
|
float dy = y1 - y2;
|
||
|
return sqrt(dx * dx + dy * dy);
|
||
|
}
|
||
|
|
||
|
/* Detect a collision between the object at x1,y1 of radius r1 and
|
||
|
* the object at x2, y2 of radius r2. A factor < 1 will make the
|
||
|
* function detect the collision even if the objects are yet not
|
||
|
* relly touching, while a factor > 1 will make it detect the collision
|
||
|
* only after they are a bit overlapping. It basically is used to
|
||
|
* rescale the distance.
|
||
|
*
|
||
|
* Note that in this simplified 2D world, objects are all considered
|
||
|
* spheres (this is why this function only takes the radius). This
|
||
|
* is, after all, kinda accurate for asteroids, for bullets, and
|
||
|
* even for the ship "core" itself. */
|
||
|
bool objects_are_colliding(float x1, float y1, float r1, float x2, float y2, float r2, float factor) {
|
||
|
/* The objects are colliding if the distance between object 1 and 2
|
||
|
* is smaller than the sum of the two radiuses r1 and r2.
|
||
|
* So it would be like: sqrt((x1-x2)^2+(y1-y2)^2) < r1+r2.
|
||
|
* However we can avoid computing the sqrt (which is slow) by
|
||
|
* squaring the second term and removing the square root, making
|
||
|
* the comparison like this:
|
||
|
*
|
||
|
* (x1-x2)^2+(y1-y2)^2 < (r1+r2)^2. */
|
||
|
float dx = (x1 - x2) * factor;
|
||
|
float dy = (y1 - y2) * factor;
|
||
|
float rsum = r1 + r2;
|
||
|
return dx * dx + dy * dy < rsum * rsum;
|
||
|
}
|
||
|
|
||
|
/* Create a new bullet headed in the same direction of the ship. */
|
||
|
void ship_fire_bullet(AsteroidsApp* app) {
|
||
|
if(app->bullets_num == MAXBUL) return;
|
||
|
notification_message(furi_record_open(RECORD_NOTIFICATION), &sequence_bullet_fired);
|
||
|
Bullet* b = &app->bullets[app->bullets_num];
|
||
|
b->x = app->ship.x;
|
||
|
b->y = app->ship.y;
|
||
|
b->vx = -sin(app->ship.rot);
|
||
|
b->vy = cos(app->ship.rot);
|
||
|
|
||
|
/* Ship should fire from its head, not in the middle. */
|
||
|
b->x += b->vx * 5;
|
||
|
b->y += b->vy * 5;
|
||
|
|
||
|
/* Give the bullet some velocity (for now the vector is just
|
||
|
* normalized to 1). */
|
||
|
b->vx *= 3;
|
||
|
b->vy *= 3;
|
||
|
|
||
|
/* It's more realistic if we add the velocity vector of the
|
||
|
* ship, too. Otherwise if the ship is going fast the bullets
|
||
|
* will be slower, which is not how the world works. */
|
||
|
b->vx += app->ship.vx;
|
||
|
b->vy += app->ship.vy;
|
||
|
|
||
|
b->ttl = TTLBUL; /* The bullet will disappear after N ticks. */
|
||
|
app->bullets_num++;
|
||
|
}
|
||
|
|
||
|
/* Remove the specified bullet by id (index in the array). */
|
||
|
void remove_bullet(AsteroidsApp* app, int bid) {
|
||
|
/* Replace the top bullet with the empty space left
|
||
|
* by the removal of this bullet. This way we always take the
|
||
|
* array dense, which is an advantage when looping. */
|
||
|
int n = --app->bullets_num;
|
||
|
if(n && bid != n) app->bullets[bid] = app->bullets[n];
|
||
|
}
|
||
|
|
||
|
/* Create a new asteroid, away from the ship. Return the
|
||
|
* pointer to the asteroid object, so that the caller can change
|
||
|
* certain things of the asteroid if needed. */
|
||
|
Asteroid* add_asteroid(AsteroidsApp* app) {
|
||
|
if(app->asteroids_num == MAXAST) return NULL;
|
||
|
float size = 4 + rand() % 15;
|
||
|
float min_distance = 20;
|
||
|
float x, y;
|
||
|
do {
|
||
|
x = rand() % SCREEN_XRES;
|
||
|
y = rand() % SCREEN_YRES;
|
||
|
} while(distance(app->ship.x, app->ship.y, x, y) < min_distance + size);
|
||
|
Asteroid* a = &app->asteroids[app->asteroids_num++];
|
||
|
a->x = x;
|
||
|
a->y = y;
|
||
|
a->vx = 2 * (-.5 + ((float)rand() / RAND_MAX));
|
||
|
a->vy = 2 * (-.5 + ((float)rand() / RAND_MAX));
|
||
|
a->size = size;
|
||
|
a->rot = 0;
|
||
|
a->rot_speed = ((float)rand() / RAND_MAX) / 10;
|
||
|
if(app->ticks & 1) a->rot_speed = -(a->rot_speed);
|
||
|
a->shape_seed = rand() & 255;
|
||
|
return a;
|
||
|
}
|
||
|
|
||
|
/* Remove the specified asteroid by id (index in the array). */
|
||
|
void remove_asteroid(AsteroidsApp* app, int id) {
|
||
|
/* Replace the top asteroid with the empty space left
|
||
|
* by the removal of this one. This way we always take the
|
||
|
* array dense, which is an advantage when looping. */
|
||
|
int n = --app->asteroids_num;
|
||
|
if(n && id != n) app->asteroids[id] = app->asteroids[n];
|
||
|
}
|
||
|
|
||
|
/* Called when an asteroid was reached by a bullet. The asteroid
|
||
|
* hit is the one with the specified 'id'. */
|
||
|
void asteroid_was_hit(AsteroidsApp* app, int id) {
|
||
|
float sizelimit = 6; // Smaller than that polverize in one shot.
|
||
|
Asteroid* a = &app->asteroids[id];
|
||
|
|
||
|
/* Asteroid is large enough to break into fragments. */
|
||
|
float size = a->size;
|
||
|
float x = a->x, y = a->y;
|
||
|
remove_asteroid(app, id);
|
||
|
if(size > sizelimit) {
|
||
|
int max_fragments = size / sizelimit;
|
||
|
int fragments = 2 + rand() % max_fragments;
|
||
|
float newsize = size / fragments;
|
||
|
if(newsize < 2) newsize = 2;
|
||
|
for(int j = 0; j < fragments; j++) {
|
||
|
a = add_asteroid(app);
|
||
|
if(a == NULL) break; // Too many asteroids on screen.
|
||
|
a->x = x + -(size / 2) + rand() % (int)newsize;
|
||
|
a->y = y + -(size / 2) + rand() % (int)newsize;
|
||
|
a->size = newsize;
|
||
|
}
|
||
|
} else {
|
||
|
app->score++;
|
||
|
if(app->score > app->highscore) {
|
||
|
app->is_new_highscore = true;
|
||
|
app->highscore = app->score; // Show on Game Over Screen and future main menu
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/* Set gameover state. When in game-over mode, the game displays a gameover
|
||
|
* text with a background of many asteroids floating around. */
|
||
|
void game_over(AsteroidsApp* app) {
|
||
|
if(app->is_new_highscore) save_game(app); // Save highscore but only on change
|
||
|
app->gameover = true;
|
||
|
app->lives = GAME_START_LIVES; // Show 3 lives in game over screen to match new game start
|
||
|
}
|
||
|
|
||
|
/* Function called when a collision between the asteroid and the
|
||
|
* ship is detected. */
|
||
|
void ship_was_hit(AsteroidsApp* app) {
|
||
|
app->ship_hit = SHIP_HIT_ANIMATION_LEN;
|
||
|
if(app->lives) {
|
||
|
app->lives--;
|
||
|
} else {
|
||
|
game_over(app);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/* Restart game after the ship is hit. Will reset the ship position, bullets
|
||
|
* and asteroids to restart the game. */
|
||
|
void restart_game(AsteroidsApp* app) {
|
||
|
app->ship.x = SCREEN_XRES / 2;
|
||
|
app->ship.y = SCREEN_YRES / 2;
|
||
|
app->ship.rot = PI; /* Start headed towards top. */
|
||
|
app->ship.vx = 0;
|
||
|
app->ship.vy = 0;
|
||
|
app->bullets_num = 0;
|
||
|
app->last_bullet_tick = 0;
|
||
|
app->asteroids_num = 0;
|
||
|
app->ship_hit = 0;
|
||
|
}
|
||
|
|
||
|
/* Called after gameover to restart the game. This function
|
||
|
* also calls restart_game(). */
|
||
|
void restart_game_after_gameover(AsteroidsApp* app) {
|
||
|
app->gameover = false;
|
||
|
app->ticks = 0;
|
||
|
app->score = 0;
|
||
|
app->is_new_highscore = false;
|
||
|
app->lives = GAME_START_LIVES - 1;
|
||
|
restart_game(app);
|
||
|
}
|
||
|
|
||
|
/* Move bullets. */
|
||
|
void update_bullets_position(AsteroidsApp* app) {
|
||
|
for(int j = 0; j < app->bullets_num; j++) {
|
||
|
update_pos_by_velocity(
|
||
|
&app->bullets[j].x, &app->bullets[j].y, app->bullets[j].vx, app->bullets[j].vy);
|
||
|
if(--app->bullets[j].ttl == 0) {
|
||
|
remove_bullet(app, j);
|
||
|
j--; /* Process this bullet index again: the removal will
|
||
|
fill it with the top bullet to take the array dense. */
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/* Move asteroids. */
|
||
|
void update_asteroids_position(AsteroidsApp* app) {
|
||
|
for(int j = 0; j < app->asteroids_num; j++) {
|
||
|
update_pos_by_velocity(
|
||
|
&app->asteroids[j].x, &app->asteroids[j].y, app->asteroids[j].vx, app->asteroids[j].vy);
|
||
|
app->asteroids[j].rot += app->asteroids[j].rot_speed;
|
||
|
if(app->asteroids[j].rot < 0)
|
||
|
app->asteroids[j].rot = 2 * PI;
|
||
|
else if(app->asteroids[j].rot > 2 * PI)
|
||
|
app->asteroids[j].rot = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/* Collision detection and game state update based on collisions. */
|
||
|
void detect_collisions(AsteroidsApp* app) {
|
||
|
/* Detect collision between bullet and asteroid. */
|
||
|
for(int j = 0; j < app->bullets_num; j++) {
|
||
|
Bullet* b = &app->bullets[j];
|
||
|
for(int i = 0; i < app->asteroids_num; i++) {
|
||
|
Asteroid* a = &app->asteroids[i];
|
||
|
if(objects_are_colliding(a->x, a->y, a->size, b->x, b->y, 1.5, 1)) {
|
||
|
asteroid_was_hit(app, i);
|
||
|
remove_bullet(app, j);
|
||
|
/* The bullet no longer exist. Break the loop.
|
||
|
* However we want to start processing from the
|
||
|
* same bullet index, since now it is used by
|
||
|
* another bullet (see remove_bullet()). */
|
||
|
j--; /* Scan this j value again. */
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/* Detect collision between ship and asteroid. */
|
||
|
for(int j = 0; j < app->asteroids_num; j++) {
|
||
|
Asteroid* a = &app->asteroids[j];
|
||
|
if(objects_are_colliding(a->x, a->y, a->size, app->ship.x, app->ship.y, 4, 1)) {
|
||
|
ship_was_hit(app);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/* This is the main game execution function, called 10 times for
|
||
|
* second (with the Flipper screen latency, an higher FPS does not
|
||
|
* make sense). In this function we update the position of objects based
|
||
|
* on velocity. Detect collisions. Update the score and so forth.
|
||
|
*
|
||
|
* Each time this function is called, app->tick is incremented. */
|
||
|
void game_tick(void* ctx) {
|
||
|
AsteroidsApp* app = ctx;
|
||
|
|
||
|
/* There are two special screens:
|
||
|
*
|
||
|
* 1. Ship was hit, we frozen the game as long as ship_hit isn't zero
|
||
|
* again, and show an animation of a rotating ship. */
|
||
|
if(app->ship_hit) {
|
||
|
notification_message(furi_record_open(RECORD_NOTIFICATION), &sequence_crash);
|
||
|
app->ship.rot += 0.5;
|
||
|
app->ship_hit--;
|
||
|
view_port_update(app->view_port);
|
||
|
if(app->ship_hit == 0) {
|
||
|
restart_game(app);
|
||
|
}
|
||
|
return;
|
||
|
} else if(app->gameover) {
|
||
|
/* 2. Game over. We need to update only background asteroids. In this
|
||
|
* state the game just displays a GAME OVER text with the floating
|
||
|
* asteroids in backgroud. */
|
||
|
|
||
|
if(key_pressed_time(app, InputKeyOk) > 100) {
|
||
|
restart_game_after_gameover(app);
|
||
|
}
|
||
|
update_asteroids_position(app);
|
||
|
view_port_update(app->view_port);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
/* Handle keypresses. */
|
||
|
if(app->pressed[InputKeyLeft]) app->ship.rot -= .35;
|
||
|
if(app->pressed[InputKeyRight]) app->ship.rot += .35;
|
||
|
if(app->pressed[InputKeyUp]) {
|
||
|
app->ship.vx -= 0.5 * (float)sin(app->ship.rot);
|
||
|
app->ship.vy += 0.5 * (float)cos(app->ship.rot);
|
||
|
} else if(app->pressed[InputKeyDown]) {
|
||
|
notification_message(furi_record_open(RECORD_NOTIFICATION), &sequence_brake);
|
||
|
app->ship.vx *= 0.75;
|
||
|
app->ship.vy *= 0.75;
|
||
|
}
|
||
|
|
||
|
/* Fire a bullet if needed. app->fire is set in
|
||
|
* asteroids_update_keypress_state() since depends on exact
|
||
|
* pressure timing. */
|
||
|
if(app->fire) {
|
||
|
uint32_t bullet_min_period = 200; // In milliseconds
|
||
|
uint32_t now = furi_get_tick();
|
||
|
if(now - app->last_bullet_tick >= bullet_min_period) {
|
||
|
ship_fire_bullet(app);
|
||
|
app->last_bullet_tick = now;
|
||
|
}
|
||
|
app->fire = false;
|
||
|
}
|
||
|
|
||
|
/* Update positions and detect collisions. */
|
||
|
update_pos_by_velocity(&app->ship.x, &app->ship.y, app->ship.vx, app->ship.vy);
|
||
|
update_bullets_position(app);
|
||
|
update_asteroids_position(app);
|
||
|
detect_collisions(app);
|
||
|
|
||
|
/* From time to time, create a new asteroid. The more asteroids
|
||
|
* already on the screen, the smaller probability of creating
|
||
|
* a new one. */
|
||
|
if(app->asteroids_num == 0 || (random() % 5000) < (30 / (1 + app->asteroids_num))) {
|
||
|
add_asteroid(app);
|
||
|
}
|
||
|
|
||
|
app->ticks++;
|
||
|
view_port_update(app->view_port);
|
||
|
}
|
||
|
|
||
|
/* ======================== Flipper specific code =========================== */
|
||
|
|
||
|
bool load_game(AsteroidsApp* app) {
|
||
|
Storage* storage = furi_record_open(RECORD_STORAGE);
|
||
|
|
||
|
File* file = storage_file_alloc(storage);
|
||
|
uint16_t bytes_readed = 0;
|
||
|
if(storage_file_open(file, SAVING_FILENAME, FSAM_READ, FSOM_OPEN_EXISTING)) {
|
||
|
bytes_readed = storage_file_read(file, app, sizeof(AsteroidsApp));
|
||
|
}
|
||
|
storage_file_close(file);
|
||
|
storage_file_free(file);
|
||
|
|
||
|
furi_record_close(RECORD_STORAGE);
|
||
|
|
||
|
return bytes_readed == sizeof(AsteroidsApp);
|
||
|
}
|
||
|
|
||
|
void save_game(AsteroidsApp* app) {
|
||
|
Storage* storage = furi_record_open(RECORD_STORAGE);
|
||
|
|
||
|
if(storage_common_stat(storage, SAVING_DIRECTORY, NULL) == FSE_NOT_EXIST) {
|
||
|
if(!storage_simply_mkdir(storage, SAVING_DIRECTORY)) {
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
File* file = storage_file_alloc(storage);
|
||
|
if(storage_file_open(file, SAVING_FILENAME, FSAM_WRITE, FSOM_CREATE_ALWAYS)) {
|
||
|
storage_file_write(file, app, sizeof(AsteroidsApp));
|
||
|
}
|
||
|
storage_file_close(file);
|
||
|
storage_file_free(file);
|
||
|
|
||
|
furi_record_close(RECORD_STORAGE);
|
||
|
}
|
||
|
|
||
|
/* Here all we do is putting the events into the queue that will be handled
|
||
|
* in the while() loop of the app entry point function. */
|
||
|
void input_callback(InputEvent* input_event, void* ctx) {
|
||
|
AsteroidsApp* app = ctx;
|
||
|
furi_message_queue_put(app->event_queue, input_event, FuriWaitForever);
|
||
|
}
|
||
|
|
||
|
/* Allocate the application state and initialize a number of stuff.
|
||
|
* This is called in the entry point to create the application state. */
|
||
|
AsteroidsApp* asteroids_app_alloc() {
|
||
|
AsteroidsApp* app = malloc(sizeof(AsteroidsApp));
|
||
|
|
||
|
load_game(app);
|
||
|
|
||
|
app->gui = furi_record_open(RECORD_GUI);
|
||
|
app->view_port = view_port_alloc();
|
||
|
view_port_draw_callback_set(app->view_port, render_callback, app);
|
||
|
view_port_input_callback_set(app->view_port, input_callback, app);
|
||
|
gui_add_view_port(app->gui, app->view_port, GuiLayerFullscreen);
|
||
|
app->event_queue = furi_message_queue_alloc(8, sizeof(InputEvent));
|
||
|
|
||
|
app->running = 1; /* Turns 0 when back is pressed. */
|
||
|
|
||
|
restart_game_after_gameover(app);
|
||
|
memset(app->pressed, 0, sizeof(app->pressed));
|
||
|
return app;
|
||
|
}
|
||
|
|
||
|
/* Free what the application allocated. It is not clear to me if the
|
||
|
* Flipper OS, once the application exits, will be able to reclaim space
|
||
|
* even if we forget to free something here. */
|
||
|
void asteroids_app_free(AsteroidsApp* app) {
|
||
|
furi_assert(app);
|
||
|
|
||
|
// View related.
|
||
|
view_port_enabled_set(app->view_port, false);
|
||
|
gui_remove_view_port(app->gui, app->view_port);
|
||
|
view_port_free(app->view_port);
|
||
|
furi_record_close(RECORD_GUI);
|
||
|
furi_message_queue_free(app->event_queue);
|
||
|
app->gui = NULL;
|
||
|
|
||
|
free(app);
|
||
|
}
|
||
|
|
||
|
/* Return the time in milliseconds the specified key is continuously
|
||
|
* pressed. Or 0 if it is not pressed. */
|
||
|
uint32_t key_pressed_time(AsteroidsApp* app, InputKey key) {
|
||
|
return app->pressed[key] == 0 ? 0 : furi_get_tick() - app->pressed[key];
|
||
|
}
|
||
|
|
||
|
/* Handle keys interaction. */
|
||
|
void asteroids_update_keypress_state(AsteroidsApp* app, InputEvent input) {
|
||
|
// Allow Rapid fire
|
||
|
if(input.key == InputKeyOk) {
|
||
|
app->fire = true;
|
||
|
}
|
||
|
|
||
|
if(input.type == InputTypePress) {
|
||
|
app->pressed[input.key] = furi_get_tick();
|
||
|
} else if(input.type == InputTypeRelease) {
|
||
|
app->pressed[input.key] = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
int32_t asteroids_app_entry(void* p) {
|
||
|
UNUSED(p);
|
||
|
AsteroidsApp* app = asteroids_app_alloc();
|
||
|
|
||
|
/* Create a timer. We do data analysis in the callback. */
|
||
|
FuriTimer* timer = furi_timer_alloc(game_tick, FuriTimerTypePeriodic, app);
|
||
|
furi_timer_start(timer, furi_kernel_get_tick_frequency() / 10);
|
||
|
|
||
|
/* This is the main event loop: here we get the events that are pushed
|
||
|
* in the queue by input_callback(), and process them one after the
|
||
|
* other. */
|
||
|
InputEvent input;
|
||
|
while(app->running) {
|
||
|
FuriStatus qstat = furi_message_queue_get(app->event_queue, &input, 100);
|
||
|
if(qstat == FuriStatusOk) {
|
||
|
if(DEBUG_MSG)
|
||
|
FURI_LOG_E(TAG, "Main Loop - Input: type %d key %u", input.type, input.key);
|
||
|
|
||
|
/* Handle navigation here. Then handle view-specific inputs
|
||
|
* in the view specific handling function. */
|
||
|
if(input.type == InputTypeLong && input.key == InputKeyBack) {
|
||
|
// Save High Score even if player didn't finish game
|
||
|
if(app->is_new_highscore) save_game(app); // Save highscore but only on change
|
||
|
app->running = 0;
|
||
|
} else {
|
||
|
asteroids_update_keypress_state(app, input);
|
||
|
}
|
||
|
} else {
|
||
|
/* Useful to understand if the app is still alive when it
|
||
|
* does not respond because of bugs. */
|
||
|
if(DEBUG_MSG) {
|
||
|
static int c = 0;
|
||
|
c++;
|
||
|
if(!(c % 20)) FURI_LOG_E(TAG, "Loop timeout");
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
furi_timer_free(timer);
|
||
|
asteroids_app_free(app);
|
||
|
return 0;
|
||
|
}
|