Flipper/Applications/Official/source-OLDER/grnch/heap_defence_game/heap_defence.c

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//
// Created by moh on 30.11.2021.
//
// Ported to latest firmware by @xMasterX - 18 Oct 2022
//
#include <string.h>
#include "hede_assets.h"
#include "Heap_Defence_icons.h"
#include <furi.h>
#include <gui/gui.h>
#include <input/input.h>
#include <notification/notification.h>
#include <notification/notification_messages.h>
#include <gui/canvas_i.h>
#define Y_FIELD_SIZE 6
#define Y_LAST (Y_FIELD_SIZE - 1)
#define X_FIELD_SIZE 12
#define X_LAST (X_FIELD_SIZE - 1)
#define DRAW_X_OFFSET 4
#define TAG "HeDe"
#define BOX_HEIGHT 10
#define BOX_WIDTH 10
#define TIMER_UPDATE_FREQ 8
#define BOX_GENERATION_RATE 15
static IconAnimation* BOX_DESTROYED;
static const Icon* boxes[] = {
(Icon*)&A_HD_BoxDestroyed_10x10,
&I_Box1_10x10,
&I_Box2_10x10,
&I_Box3_10x10,
&I_Box4_10x10,
&I_Box5_10x10};
static uint8_t BOX_TEXTURE_COUNT = sizeof(boxes) / sizeof(Icon*);
typedef enum {
AnimationGameOver = 0,
AnimationPause,
AnimationLeft,
AnimationRight,
} Animations;
static IconAnimation* animations[4];
typedef u_int8_t byte;
typedef enum {
GameStatusVibro = 1 << 0,
GameStatusInProgress = 1 << 1,
} GameStatuses;
typedef struct {
uint8_t x;
uint8_t y;
} Position;
typedef enum { PlayerRising = 1, PlayerFalling = -1, PlayerNothing = 0 } PlayerStates;
typedef struct {
Position p;
int8_t x_direction;
int8_t j_tick;
int8_t h_tick;
int8_t states;
bool right_frame;
} Person;
typedef struct {
uint8_t offset : 4;
uint8_t box_id : 3;
uint8_t exists : 1;
} Box;
static const uint8_t ROW_BYTE_SIZE = sizeof(Box) * X_FIELD_SIZE;
typedef struct {
Box** field;
Person* person;
Animations animation;
GameStatuses game_status;
} GameState;
typedef Box** Field;
typedef enum { EventGameTick, EventKeyPress } EventType;
typedef struct {
EventType type;
InputEvent input;
} GameEvent;
/**
* #Construct / Destroy
*/
static void game_reset_field_and_player(GameState* game) {
///Reset field
bzero(game->field[0], X_FIELD_SIZE * Y_FIELD_SIZE * sizeof(Box));
///Reset person
bzero(game->person, sizeof(Person));
game->person->p.x = X_FIELD_SIZE / 2;
game->person->p.y = Y_LAST;
}
static GameState* allocGameState() {
GameState* game = malloc(sizeof(GameState));
game->person = malloc(sizeof(Person));
game->field = malloc(Y_FIELD_SIZE * sizeof(Box*));
game->field[0] = malloc(X_FIELD_SIZE * Y_FIELD_SIZE * sizeof(Box));
for(int y = 1; y < Y_FIELD_SIZE; ++y) {
game->field[y] = game->field[0] + (y * X_FIELD_SIZE);
}
game_reset_field_and_player(game);
game->game_status = GameStatusInProgress;
return game;
}
static void game_destroy(GameState* game) {
furi_assert(game);
free(game->field[0]);
free(game->field);
free(game);
}
static void assets_load() {
/// Init animations
animations[AnimationPause] = icon_animation_alloc(&A_HD_start_128x64);
animations[AnimationGameOver] = icon_animation_alloc(&A_HD_game_over_128x64);
animations[AnimationLeft] = icon_animation_alloc(&A_HD_person_left_10x20);
animations[AnimationRight] = icon_animation_alloc(&A_HD_person_right_10x20);
BOX_DESTROYED = icon_animation_alloc(&A_HD_BoxDestroyed_10x10);
icon_animation_start(animations[AnimationLeft]);
icon_animation_start(animations[AnimationRight]);
}
static void assets_clear() {
for(int i = 0; i < 4; ++i) {
icon_animation_stop(animations[i]);
icon_animation_free(animations[i]);
}
icon_animation_free(BOX_DESTROYED);
}
/**
* Box utils
*/
static inline bool is_empty(Box* box) {
return !box->exists;
}
static inline bool has_dropped(Box* box) {
return box->offset == 0;
}
static Box* get_upper_box(Field field, Position current) {
return (&field[current.y - 1][current.x]);
}
static Box* get_lower_box(Field field, Position current) {
return (&field[current.y + 1][current.x]);
}
static Box* get_next_box(Field field, Position current, int x_direction) {
return (&field[current.y][current.x + x_direction]);
}
static inline void decrement_y_offset_to_zero(Box* n) {
if(n->offset) --n->offset;
}
static inline void heap_swap(Box* first, Box* second) {
Box temp = *first;
*first = *second;
*second = temp;
}
/**
* #Box logic
*/
static void generate_box(GameState const* game) {
furi_assert(game);
static byte tick_count = BOX_GENERATION_RATE;
if(tick_count++ != BOX_GENERATION_RATE) {
return;
}
tick_count = 0;
int x_offset = rand() % X_FIELD_SIZE;
while(game->field[1][x_offset].exists) {
x_offset = rand() % X_FIELD_SIZE;
}
game->field[1][x_offset].exists = true;
game->field[1][x_offset].offset = BOX_HEIGHT;
game->field[1][x_offset].box_id = (rand() % (BOX_TEXTURE_COUNT - 1)) + 1;
}
static void drop_box(GameState* game) {
furi_assert(game);
for(int y = Y_LAST; y > 0; y--) {
for(int x = 0; x < X_FIELD_SIZE; x++) {
Box* current_box = game->field[y] + x;
Box* upper_box = game->field[y - 1] + x;
if(y == Y_LAST) {
decrement_y_offset_to_zero(current_box);
}
decrement_y_offset_to_zero(upper_box);
if(is_empty(current_box) && !is_empty(upper_box) && has_dropped(upper_box)) {
upper_box->offset = BOX_HEIGHT;
heap_swap(current_box, upper_box);
}
}
}
}
static bool clear_rows(Box** field) {
for(int x = 0; x < X_FIELD_SIZE; ++x) {
if(is_empty(field[Y_LAST] + x) || !has_dropped(field[Y_LAST] + x)) {
return false;
}
}
memset(field[Y_LAST], 128, ROW_BYTE_SIZE);
return true;
}
/**
* Input Handling
*/
static inline bool on_ground(Person* person, Field field) {
return person->p.y == Y_LAST || field[person->p.y + 1][person->p.x].exists;
}
static void handle_key_presses(Person* person, InputEvent* input, GameState* game) {
switch(input->key) {
case InputKeyUp:
if(person->states == PlayerNothing && on_ground(person, game->field)) {
person->states = PlayerRising;
person->j_tick = 0;
}
break;
case InputKeyLeft:
person->right_frame = false;
if(person->h_tick == 0) {
person->h_tick = 1;
person->x_direction = -1;
}
break;
case InputKeyRight:
person->right_frame = true;
if(person->h_tick == 0) {
person->h_tick = 1;
person->x_direction = 1;
}
break;
case InputKeyOk:
game->game_status &= ~GameStatusInProgress;
game->animation = AnimationPause;
icon_animation_start(animations[AnimationPause]);
default:
break;
}
}
/**
* #Person logic
*/
static inline bool ground_box_check(Field field, Position new_position) {
Box* lower_box = get_lower_box(field, new_position);
bool ground_box_dropped =
(new_position.y == Y_LAST || //Eсли мы и так в самом низу
is_empty(lower_box) || // Ecли снизу пустота
has_dropped(lower_box)); //Eсли бокс снизу допадал
return ground_box_dropped;
}
static inline bool is_movable(Field field, Position box_pos, int x_direction) {
//TODO::Moжет и не двух, предположение
bool out_of_bounds = box_pos.x == 0 || box_pos.x == X_LAST;
if(out_of_bounds) return false;
bool box_on_top = box_pos.y < 1 || get_upper_box(field, box_pos)->exists;
if(box_on_top) return false;
bool has_next_box = get_next_box(field, box_pos, x_direction)->exists;
if(has_next_box) return false;
return true;
}
static bool horizontal_move(Person* person, Field field) {
Position new_position = person->p;
if(!person->x_direction) return false;
new_position.x += person->x_direction;
bool on_edge_column = new_position.x > X_LAST;
if(on_edge_column) return false;
if(is_empty(&field[new_position.y][new_position.x])) {
bool ground_box_dropped = ground_box_check(field, new_position);
if(ground_box_dropped) {
person->p = new_position;
return true;
}
} else if(is_movable(field, new_position, person->x_direction)) {
*get_next_box(field, new_position, person->x_direction) =
field[new_position.y][new_position.x];
field[new_position.y][new_position.x] = (Box){0};
person->p = new_position;
return true;
}
return false;
}
void hd_person_set_state(Person* person, PlayerStates state) {
person->states = state;
person->j_tick = 0;
}
static void person_move(Person* person, Field field) {
/// Left-right logic
FURI_LOG_W(TAG, "[JUMP]func:[%s] line: %d", __FUNCTION__, __LINE__);
if(person->states == PlayerNothing) {
if(!on_ground(person, field)) {
hd_person_set_state(person, PlayerFalling);
}
} else if(person->states == PlayerRising) {
if(person->j_tick++ == 0) {
person->p.y--;
} else if(person->j_tick == 6) {
hd_person_set_state(person, PlayerNothing);
}
/// Destroy upper box
get_upper_box(field, person->p)->box_id = 0;
field[person->p.y][person->p.x].box_id = 0;
} else if(person->states == PlayerFalling) {
if(person->j_tick++ == 0) {
if(on_ground(person, field)) { // TODO: Test the bugfix
hd_person_set_state(person, PlayerNothing);
} else {
person->p.y++;
}
} else if(person->j_tick == 5) {
if(on_ground(person, field)) {
hd_person_set_state(person, PlayerNothing);
} else {
hd_person_set_state(person, PlayerFalling);
}
}
}
switch(person->h_tick) {
case 0:
break;
case 1:
person->h_tick++;
FURI_LOG_W(TAG, "[JUMP]func:[%s] line: %d", __FUNCTION__, __LINE__);
bool moved = horizontal_move(person, field);
if(!moved) {
person->h_tick = 0;
person->x_direction = 0;
}
break;
case 5:
FURI_LOG_W(TAG, "[JUMP]func:[%s] line: %d", __FUNCTION__, __LINE__);
person->h_tick = 0;
person->x_direction = 0;
break;
default:
FURI_LOG_W(TAG, "[JUMP]func:[%s] line: %d", __FUNCTION__, __LINE__);
person->h_tick++;
}
}
static inline bool is_person_dead(Person* person, Box** field) {
return get_upper_box(field, person->p)->box_id != 0;
}
/**
* #Callback
*/
static void draw_box(Canvas* canvas, Box* box, int x, int y) {
if(is_empty(box)) {
return;
}
byte y_screen = y * BOX_HEIGHT - box->offset;
byte x_screen = x * BOX_WIDTH + DRAW_X_OFFSET;
if(box->box_id == 0) {
canvas_set_bitmap_mode(canvas, true);
icon_animation_start(BOX_DESTROYED);
canvas_draw_icon_animation(canvas, x_screen, y_screen, BOX_DESTROYED);
if(icon_animation_is_last_frame(BOX_DESTROYED)) {
*box = (Box){0};
icon_animation_stop(BOX_DESTROYED);
}
canvas_set_bitmap_mode(canvas, false);
} else {
canvas_draw_icon(canvas, x_screen, y_screen, boxes[box->box_id]);
}
}
static void heap_defense_render_callback(Canvas* const canvas, void* mutex) {
furi_assert(mutex);
const GameState* game = acquire_mutex((ValueMutex*)mutex, 25);
///Draw GameOver or Pause
if(!(game->game_status & GameStatusInProgress)) {
FURI_LOG_W(TAG, "[DAED_DRAW]func: [%s] line: %d ", __FUNCTION__, __LINE__);
canvas_draw_icon_animation(canvas, 0, 0, animations[game->animation]);
release_mutex((ValueMutex*)mutex, game);
return;
}
///Draw field
canvas_draw_icon(canvas, 0, 0, &I_Background_128x64);
///Draw Person
const Person* person = game->person;
IconAnimation* player_animation = person->right_frame ? animations[AnimationRight] :
animations[AnimationLeft];
uint8_t x_screen = person->p.x * BOX_WIDTH + DRAW_X_OFFSET;
if(person->h_tick && person->h_tick != 1) {
if(person->right_frame) {
x_screen += (person->h_tick) * 2 - BOX_WIDTH;
} else {
x_screen -= (person->h_tick) * 2 - BOX_WIDTH;
}
}
uint8_t y_screen = (person->p.y - 1) * BOX_HEIGHT;
if(person->j_tick) {
if(person->states == PlayerRising) {
y_screen += BOX_HEIGHT - (person->j_tick) * 2;
} else if(person->states == PlayerFalling) {
y_screen -= BOX_HEIGHT - (person->j_tick) * 2;
}
}
canvas_draw_icon_animation(canvas, x_screen, y_screen, player_animation);
///Draw Boxes
canvas_set_color(canvas, ColorBlack);
for(int y = 1; y < Y_FIELD_SIZE; ++y) {
for(int x = 0; x < X_FIELD_SIZE; ++x) {
draw_box(canvas, &(game->field[y][x]), x, y);
}
}
release_mutex((ValueMutex*)mutex, game);
}
static void heap_defense_input_callback(InputEvent* input_event, FuriMessageQueue* event_queue) {
if(input_event->type != InputTypePress && input_event->type != InputTypeLong) return;
furi_assert(event_queue);
GameEvent event = {.type = EventKeyPress, .input = *input_event};
furi_message_queue_put(event_queue, &event, FuriWaitForever);
}
static void heap_defense_timer_callback(FuriMessageQueue* event_queue) {
furi_assert(event_queue);
GameEvent event = {.type = EventGameTick, .input = {0}};
furi_message_queue_put(event_queue, &event, 0);
}
int32_t heap_defence_app(void* p) {
UNUSED(p);
//FURI_LOG_W(TAG, "Heap defence start %d", __LINE__);
FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(GameEvent));
GameState* game = allocGameState();
ValueMutex state_mutex;
if(!init_mutex(&state_mutex, game, sizeof(GameState))) {
game_destroy(game);
return 1;
}
assets_load();
ViewPort* view_port = view_port_alloc();
view_port_draw_callback_set(view_port, heap_defense_render_callback, &state_mutex);
view_port_input_callback_set(view_port, heap_defense_input_callback, event_queue);
FuriTimer* timer =
furi_timer_alloc(heap_defense_timer_callback, FuriTimerTypePeriodic, event_queue);
furi_timer_start(timer, furi_kernel_get_tick_frequency() / TIMER_UPDATE_FREQ);
Gui* gui = furi_record_open("gui");
gui_add_view_port(gui, view_port, GuiLayerFullscreen);
NotificationApp* notification = furi_record_open("notification");
memset(game->field[Y_LAST], 128, ROW_BYTE_SIZE);
game->person->p.y -= 2;
game->game_status = 0;
game->animation = AnimationPause;
GameEvent event = {0};
while(event.input.key != InputKeyBack) {
if(furi_message_queue_get(event_queue, &event, 100) != FuriStatusOk) {
continue;
}
game = (GameState*)acquire_mutex_block(&state_mutex);
//unset vibration
if(game->game_status & GameStatusVibro) {
notification_message(notification, &sequence_reset_vibro);
game->game_status &= ~GameStatusVibro;
icon_animation_stop(BOX_DESTROYED);
memset(game->field[Y_LAST], 0, ROW_BYTE_SIZE);
}
if(!(game->game_status & GameStatusInProgress)) {
if(event.type == EventKeyPress && event.input.key == InputKeyOk) {
game->game_status |= GameStatusInProgress;
icon_animation_stop(animations[game->animation]);
}
} else if(event.type == EventKeyPress) {
handle_key_presses(game->person, &(event.input), game);
} else { // EventGameTick
drop_box(game);
generate_box(game);
if(clear_rows(game->field)) {
notification_message(notification, &sequence_set_vibro_on);
icon_animation_start(BOX_DESTROYED);
game->game_status |= GameStatusVibro;
}
person_move(game->person, game->field);
if(is_person_dead(game->person, game->field)) {
game->game_status &= ~GameStatusInProgress;
game->animation = AnimationGameOver;
icon_animation_start(animations[AnimationGameOver]);
game_reset_field_and_player(game);
notification_message(notification, &sequence_error);
}
}
release_mutex(&state_mutex, game);
view_port_update(view_port);
}
furi_timer_free(timer);
view_port_enabled_set(view_port, false);
gui_remove_view_port(gui, view_port);
view_port_free(view_port);
furi_record_close("gui");
furi_record_close("notification");
furi_message_queue_free(event_queue);
assets_clear();
delete_mutex(&state_mutex);
game_destroy(game);
return 0;
}