unleashed-firmware/applications/external/jetpack_joyride/jetpack.c

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2023-07-06 18:44:45 +03:00
#include <stdlib.h>
#include <jetpack_joyride_icons.h>
#include <furi.h>
#include <gui/gui.h>
#include <gui/icon_animation.h>
#include <input/input.h>
#include <storage/storage.h>
#include "includes/point.h"
#include "includes/barry.h"
#include "includes/scientist.h"
#include "includes/particle.h"
#include "includes/coin.h"
#include "includes/missile.h"
#include "includes/background_assets.h"
#include "includes/game_state.h"
#define TAG "Jetpack Joyride"
#define SAVING_DIRECTORY "/ext/apps/Games"
#define SAVING_FILENAME SAVING_DIRECTORY "/jetpack.save"
static GameState* global_state;
typedef enum {
EventTypeTick,
EventTypeKey,
} EventType;
typedef struct {
EventType type;
InputEvent input;
} GameEvent;
typedef struct {
int max_distance;
int total_coins;
} SaveGame;
static SaveGame save_game;
static bool storage_game_state_load() {
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, &save_game, sizeof(SaveGame));
storage_file_close(file);
storage_file_free(file);
furi_record_close(RECORD_STORAGE);
return bytes_readed == sizeof(SaveGame);
}
static void storage_game_state_save() {
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, &save_game, sizeof(SaveGame));
}
storage_file_close(file);
storage_file_free(file);
furi_record_close(RECORD_STORAGE);
}
void handle_death() {
global_state->state = GameStateGameOver;
global_state->new_highscore = global_state->distance > save_game.max_distance;
if(global_state->distance > save_game.max_distance) {
save_game.max_distance = global_state->distance;
}
save_game.total_coins += global_state->total_coins;
storage_game_state_save();
}
static void jetpack_game_state_init(GameState* const game_state) {
UNUSED(game_state);
UNUSED(storage_game_state_save);
BARRY barry;
barry.gravity = 0;
barry.point.x = 32 + 5;
barry.point.y = 32;
barry.isBoosting = false;
GameSprites sprites;
sprites.barry = icon_animation_alloc(&A_barry);
sprites.barry_infill = &I_barry_infill;
sprites.scientist_left = (&I_scientist_left);
sprites.scientist_left_infill = (&I_scientist_left_infill);
sprites.scientist_right = (&I_scientist_right);
sprites.scientist_right_infill = (&I_scientist_right_infill);
sprites.coin = (&I_coin);
sprites.coin_infill = (&I_coin_infill);
sprites.missile = icon_animation_alloc(&A_missile);
sprites.missile_infill = &I_missile_infill;
sprites.alert = icon_animation_alloc(&A_alert);
icon_animation_start(sprites.barry);
icon_animation_start(sprites.missile);
icon_animation_start(sprites.alert);
game_state->barry = barry;
game_state->total_coins = 0;
game_state->distance = 0;
game_state->new_highscore = false;
game_state->sprites = sprites;
game_state->state = GameStateLife;
game_state->death_handler = handle_death;
memset(game_state->bg_assets, 0, sizeof(game_state->bg_assets));
memset(game_state->scientists, 0, sizeof(game_state->scientists));
memset(game_state->coins, 0, sizeof(game_state->coins));
memset(game_state->particles, 0, sizeof(game_state->particles));
memset(game_state->missiles, 0, sizeof(game_state->missiles));
}
static void jetpack_game_state_free(GameState* const game_state) {
icon_animation_free(game_state->sprites.barry);
icon_animation_free(game_state->sprites.missile);
icon_animation_free(game_state->sprites.alert);
free(game_state);
}
static void jetpack_game_tick(GameState* const game_state) {
if(game_state->state == GameStateGameOver) return;
barry_tick(&game_state->barry);
game_state_tick(game_state);
coin_tick(game_state->coins, &game_state->barry, &game_state->total_coins);
particle_tick(game_state->particles, game_state->scientists);
scientist_tick(game_state->scientists);
missile_tick(game_state->missiles, &game_state->barry, game_state->death_handler);
background_assets_tick(game_state->bg_assets);
// generate background every 64px aka. ticks
if(game_state->distance % 64 == 0 && rand() % 3 == 0) {
spawn_random_background_asset(game_state->bg_assets);
}
if(game_state->distance % 48 == 0 && rand() % 2 == 0) {
spawn_random_coin(game_state->coins);
}
if(game_state->distance % get_rocket_spawn_distance(game_state->distance) == 0 &&
rand() % 2 == 0) {
spawn_random_missile(game_state->missiles);
}
spawn_random_scientist(game_state->scientists);
if(game_state->barry.isBoosting) {
spawn_random_particles(game_state->particles, &game_state->barry);
}
}
static void jetpack_game_render_callback(Canvas* const canvas, void* ctx) {
furi_assert(ctx);
const GameState* game_state = ctx;
furi_mutex_acquire(game_state->mutex, FuriWaitForever);
if(game_state->state == GameStateLife) {
canvas_set_bitmap_mode(canvas, false);
draw_background_assets(game_state->bg_assets, canvas, game_state->distance);
canvas_set_bitmap_mode(canvas, true);
draw_coins(game_state->coins, canvas, &game_state->sprites);
draw_scientists(game_state->scientists, canvas, &game_state->sprites);
draw_particles(game_state->particles, canvas);
draw_missiles(game_state->missiles, canvas, &game_state->sprites);
draw_barry(&game_state->barry, canvas, &game_state->sprites);
canvas_set_color(canvas, ColorBlack);
canvas_set_font(canvas, FontSecondary);
char buffer[12];
snprintf(buffer, sizeof(buffer), "%u m", game_state->distance / 10);
canvas_draw_str_aligned(canvas, 123, 15, AlignRight, AlignBottom, buffer);
snprintf(buffer, sizeof(buffer), "$%u", game_state->total_coins);
canvas_draw_str_aligned(canvas, 5, 15, AlignLeft, AlignBottom, buffer);
}
if(game_state->state == GameStateGameOver) {
// Show highscore
char buffer[64];
canvas_set_font(canvas, FontSecondary);
canvas_draw_str_aligned(canvas, 64, 5, AlignCenter, AlignTop, "You flew");
snprintf(
buffer,
sizeof(buffer),
game_state->new_highscore ? "%u m (new best)" : "%u m",
game_state->distance / 10);
canvas_set_font(canvas, FontPrimary);
canvas_draw_str_aligned(canvas, 64, 16, AlignCenter, AlignTop, buffer);
canvas_set_font(canvas, FontSecondary);
canvas_draw_str_aligned(canvas, 64, 30, AlignCenter, AlignTop, "and collected");
snprintf(buffer, sizeof(buffer), "$%u", game_state->total_coins);
canvas_set_font(canvas, FontPrimary);
canvas_draw_str_aligned(canvas, 64, 41, AlignCenter, AlignTop, buffer);
snprintf(
buffer,
sizeof(buffer),
"Best: %u m, Tot: $%u",
save_game.max_distance / 10,
save_game.total_coins);
canvas_set_font(canvas, FontSecondary);
canvas_draw_str_aligned(canvas, 64, 63, AlignCenter, AlignBottom, buffer);
canvas_draw_rframe(canvas, 0, 3, 128, 49, 5);
// char buffer[12];
// snprintf(buffer, sizeof(buffer), "Dist: %u", game_state->distance);
// canvas_draw_str_aligned(canvas, 123, 12, AlignRight, AlignBottom, buffer);
// snprintf(buffer, sizeof(buffer), "Score: %u", game_state->points);
// canvas_draw_str_aligned(canvas, 5, 12, AlignLeft, AlignBottom, buffer);
// canvas_draw_str_aligned(canvas, 64, 34, AlignCenter, AlignCenter, "Highscore:");
// snprintf(buffer, sizeof(buffer), "Dist: %u", save_game.max_distance);
// canvas_draw_str_aligned(canvas, 123, 50, AlignRight, AlignBottom, buffer);
// snprintf(buffer, sizeof(buffer), "Score: %u", save_game.max_score);
// canvas_draw_str_aligned(canvas, 5, 50, AlignLeft, AlignBottom, buffer);
// canvas_draw_str_aligned(canvas, 64, 32, AlignCenter, AlignCenter, "boom.");
// if(furi_timer_is_running(game_state->timer)) {
// furi_timer_start(game_state->timer, 0);
// }
}
// canvas_draw_frame(canvas, 0, 0, 128, 64);
furi_mutex_release(game_state->mutex);
}
static void jetpack_game_input_callback(InputEvent* input_event, FuriMessageQueue* event_queue) {
furi_assert(event_queue);
GameEvent event = {.type = EventTypeKey, .input = *input_event};
furi_message_queue_put(event_queue, &event, FuriWaitForever);
}
static void jetpack_game_update_timer_callback(FuriMessageQueue* event_queue) {
furi_assert(event_queue);
GameEvent event = {.type = EventTypeTick};
furi_message_queue_put(event_queue, &event, 0);
}
int32_t jetpack_game_app(void* p) {
UNUSED(p);
int32_t return_code = 0;
if(!storage_game_state_load()) {
memset(&save_game, 0, sizeof(save_game));
}
FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(GameEvent));
GameState* game_state = malloc(sizeof(GameState));
global_state = game_state;
jetpack_game_state_init(game_state);
game_state->mutex = furi_mutex_alloc(FuriMutexTypeNormal);
if(!game_state->mutex) {
FURI_LOG_E(TAG, "cannot create mutex\r\n");
return_code = 255;
goto free_and_exit;
}
// Set system callbacks
ViewPort* view_port = view_port_alloc();
view_port_draw_callback_set(view_port, jetpack_game_render_callback, game_state);
view_port_input_callback_set(view_port, jetpack_game_input_callback, event_queue);
FuriTimer* timer =
furi_timer_alloc(jetpack_game_update_timer_callback, FuriTimerTypePeriodic, event_queue);
furi_timer_start(timer, furi_kernel_get_tick_frequency() / 25);
game_state->timer = timer;
// Open GUI and register view_port
Gui* gui = furi_record_open(RECORD_GUI);
gui_add_view_port(gui, view_port, GuiLayerFullscreen);
GameEvent event;
for(bool processing = true; processing;) {
FuriStatus event_status = furi_message_queue_get(event_queue, &event, 100);
furi_mutex_acquire(game_state->mutex, FuriWaitForever);
if(event_status == FuriStatusOk) {
// press events
if(event.type == EventTypeKey) {
if(event.input.type == InputTypeRelease && event.input.key == InputKeyOk) {
game_state->barry.isBoosting = false;
}
// Reset highscore, for debug purposes
if(event.input.type == InputTypeLong && event.input.key == InputKeyLeft) {
save_game.max_distance = 0;
save_game.total_coins = 0;
storage_game_state_save();
}
if(event.input.type == InputTypePress) {
switch(event.input.key) {
case InputKeyUp:
break;
case InputKeyDown:
break;
case InputKeyRight:
break;
case InputKeyLeft:
break;
case InputKeyOk:
if(game_state->state == GameStateGameOver) {
jetpack_game_state_init(game_state);
}
if(game_state->state == GameStateLife) {
// Do something
game_state->barry.isBoosting = true;
}
break;
case InputKeyBack:
processing = false;
break;
default:
break;
}
}
} else if(event.type == EventTypeTick) {
jetpack_game_tick(game_state);
}
}
view_port_update(view_port);
furi_mutex_release(game_state->mutex);
}
furi_timer_free(timer);
view_port_enabled_set(view_port, false);
gui_remove_view_port(gui, view_port);
furi_record_close(RECORD_GUI);
view_port_free(view_port);
furi_mutex_free(game_state->mutex);
free_and_exit:
jetpack_game_state_free(game_state);
furi_message_queue_free(event_queue);
return return_code;
}