mirror of
https://github.com/DarkFlippers/unleashed-firmware.git
synced 2024-12-23 21:34:35 +03:00
72f250195c
All games now will increase flipper's level when you start them or win in some of them Games with endless play like tetris or flappy bird has no winning logic so they will increase level only when you start them
514 lines
18 KiB
C
514 lines
18 KiB
C
/*
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* Copyright 2022 Eugene Kirzhanov
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* Use of this source code is governed by an MIT-style
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* license that can be found in the LICENSE file or at
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* https://opensource.org/licenses/MIT
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*
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* Thanks to:
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* - DroomOne: https://github.com/DroomOne/flipperzero-firmware
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* - x27: https://github.com/x27/flipperzero-game15
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*/
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#include <furi.h>
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#include <gui/gui.h>
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#include <input/input.h>
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#include <storage/storage.h>
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#include <dolphin/dolphin.h>
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#include "digits.h"
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#include "array_utils.h"
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#define CELLS_COUNT 4
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#define CELL_INNER_SIZE 14
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#define FRAME_LEFT 10
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#define FRAME_TOP 1
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#define FRAME_SIZE 61
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#define SAVING_DIRECTORY "/ext/apps/Games"
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#define SAVING_FILENAME SAVING_DIRECTORY "/game_2048.save"
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typedef enum {
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GameStateMenu,
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GameStateInProgress,
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GameStateGameOver,
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} State;
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typedef struct {
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State state;
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uint8_t table[CELLS_COUNT][CELLS_COUNT];
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uint32_t score;
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uint32_t moves;
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int8_t selected_menu_item;
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uint32_t top_score;
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} GameState;
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typedef struct {
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uint32_t points;
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bool is_table_updated;
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} MoveResult;
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#define MENU_ITEMS_COUNT 2
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static const char* popup_menu_strings[] = {"Resume", "New Game"};
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static void input_callback(InputEvent* input_event, void* ctx) {
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furi_assert(ctx);
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FuriMessageQueue* event_queue = ctx;
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furi_message_queue_put(event_queue, input_event, FuriWaitForever);
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}
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static void draw_frame(Canvas* canvas) {
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canvas_draw_frame(canvas, FRAME_LEFT, FRAME_TOP, FRAME_SIZE, FRAME_SIZE);
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uint8_t offs = FRAME_LEFT + CELL_INNER_SIZE + 1;
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for(uint8_t i = 0; i < CELLS_COUNT - 1; i++) {
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canvas_draw_line(canvas, offs, FRAME_TOP + 1, offs, FRAME_TOP + FRAME_SIZE - 2);
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offs += CELL_INNER_SIZE + 1;
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}
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offs = FRAME_TOP + CELL_INNER_SIZE + 1;
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for(uint8_t i = 0; i < CELLS_COUNT - 1; i++) {
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canvas_draw_line(canvas, FRAME_LEFT + 1, offs, FRAME_LEFT + FRAME_SIZE - 2, offs);
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offs += CELL_INNER_SIZE + 1;
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}
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}
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static void draw_digit(Canvas* canvas, uint8_t row, uint8_t column, uint8_t value) {
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if(value == 0) return;
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uint8_t left = FRAME_LEFT + 1 + (column * (CELL_INNER_SIZE + 1));
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uint8_t top = FRAME_TOP + 1 + (row * (CELL_INNER_SIZE + 1));
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for(uint8_t r = 0; r < CELL_INNER_SIZE; r++) {
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for(u_int8_t c = 0; c < CELL_INNER_SIZE; c++) {
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if(digits[value - 1][r][c] == 1) {
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canvas_draw_dot(canvas, left + c, top + r);
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}
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}
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}
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}
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static void draw_table(Canvas* canvas, const uint8_t table[CELLS_COUNT][CELLS_COUNT]) {
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for(uint8_t row = 0; row < CELLS_COUNT; row++) {
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for(uint8_t column = 0; column < CELLS_COUNT; column++) {
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draw_digit(canvas, row, column, table[row][column]);
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}
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}
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}
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static void gray_canvas(Canvas* const canvas) {
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canvas_set_color(canvas, ColorWhite);
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for(int x = 0; x < 128; x += 2) {
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for(int y = 0; y < 64; y++) {
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canvas_draw_dot(canvas, x + (y % 2 == 1 ? 0 : 1), y);
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}
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}
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}
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static void draw_callback(Canvas* const canvas, void* ctx) {
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const GameState* game_state = acquire_mutex((ValueMutex*)ctx, 25);
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if(game_state == NULL) return;
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canvas_clear(canvas);
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draw_frame(canvas);
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draw_table(canvas, game_state->table);
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canvas_set_font(canvas, FontPrimary);
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canvas_draw_str_aligned(canvas, 128, FRAME_TOP, AlignRight, AlignTop, "Score");
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canvas_draw_str_aligned(canvas, 128, FRAME_TOP + 20, AlignRight, AlignTop, "Moves");
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canvas_draw_str_aligned(canvas, 128, FRAME_TOP + 40, AlignRight, AlignTop, "Top Score");
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int bufSize = 12;
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char buf[bufSize];
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snprintf(buf, sizeof(buf), "%lu", game_state->score);
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canvas_set_font(canvas, FontSecondary);
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canvas_draw_str_aligned(canvas, 128, FRAME_TOP + 10, AlignRight, AlignTop, buf);
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memset(buf, 0, bufSize);
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snprintf(buf, sizeof(buf), "%lu", game_state->moves);
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canvas_set_font(canvas, FontSecondary);
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canvas_draw_str_aligned(canvas, 128, FRAME_TOP + 30, AlignRight, AlignTop, buf);
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memset(buf, 0, bufSize);
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snprintf(buf, sizeof(buf), "%lu", game_state->top_score);
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canvas_set_font(canvas, FontSecondary);
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canvas_draw_str_aligned(canvas, 128, FRAME_TOP + 50, AlignRight, AlignTop, buf);
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if(game_state->state == GameStateMenu) {
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gray_canvas(canvas);
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canvas_set_color(canvas, ColorWhite);
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canvas_draw_rbox(canvas, 28, 16, 72, 32, 4);
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canvas_set_color(canvas, ColorBlack);
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canvas_draw_rframe(canvas, 28, 16, 72, 32, 4);
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for(int i = 0; i < MENU_ITEMS_COUNT; i++) {
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if(i == game_state->selected_menu_item) {
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canvas_set_color(canvas, ColorBlack);
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canvas_draw_box(canvas, 34, 20 + 12 * i, 60, 12);
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}
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canvas_set_color(
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canvas, i == game_state->selected_menu_item ? ColorWhite : ColorBlack);
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canvas_draw_str_aligned(
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canvas, 64, 26 + 12 * i, AlignCenter, AlignCenter, popup_menu_strings[i]);
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}
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} else if(game_state->state == GameStateGameOver) {
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gray_canvas(canvas);
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bool record_broken = game_state->score > game_state->top_score;
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canvas_set_color(canvas, ColorWhite);
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canvas_draw_rbox(canvas, 14, 12, 100, 40, 4);
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canvas_set_color(canvas, ColorBlack);
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canvas_draw_line(canvas, 14, 26, 114, 26);
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canvas_draw_rframe(canvas, 14, 12, 100, 40, 4);
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canvas_set_font(canvas, FontPrimary);
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canvas_draw_str_aligned(canvas, 64, 15, AlignCenter, AlignTop, "Game Over");
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canvas_set_font(canvas, FontSecondary);
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if(record_broken) {
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canvas_draw_str_aligned(canvas, 64, 29, AlignCenter, AlignTop, "New Top Score!!!");
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} else {
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canvas_draw_str_aligned(canvas, 64, 29, AlignCenter, AlignTop, "Your Score");
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}
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memset(buf, 0, bufSize);
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snprintf(buf, sizeof(buf), "%lu", game_state->score);
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canvas_set_font(canvas, FontPrimary);
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canvas_draw_str_aligned(canvas, 64, 48, AlignCenter, AlignBottom, buf);
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}
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release_mutex((ValueMutex*)ctx, game_state);
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}
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void calculate_move_to_left(uint8_t arr[], MoveResult* const move_result) {
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uint8_t index = 0;
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uint8_t next_index;
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uint8_t offset;
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bool was_moved;
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while(index < CELLS_COUNT - 1) {
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// find offset from [index] to next non-empty value
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offset = 1;
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while(index + offset < CELLS_COUNT && arr[index + offset] == 0) offset++;
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// if all remaining values in this row are empty then go to next row
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if(index + offset >= CELLS_COUNT) break;
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// if current cell is empty then shift all cells [index+offset .. CELLS_COUNT-1] to [index]
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if(arr[index] == 0) {
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was_moved = shift_array_to_left(CELLS_COUNT, arr, index, offset);
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if(was_moved) move_result->is_table_updated = true;
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}
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next_index = index + 1;
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if(arr[next_index] == 0) {
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// find offset from [next_index] to next non-empty value
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offset = 1;
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while(next_index + offset < CELLS_COUNT && arr[next_index + offset] == 0) offset++;
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// if all remaining values in this row are empty then go to next row
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if(next_index + offset >= CELLS_COUNT) break;
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// if next cell is empty then shift cells [next_index+offset .. CELLS_COUNT-1] to [next_index]
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was_moved = shift_array_to_left(CELLS_COUNT, arr, next_index, offset);
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if(was_moved) move_result->is_table_updated = true;
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}
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if(arr[index] == arr[next_index]) {
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arr[index]++;
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shift_array_to_left(CELLS_COUNT, arr, next_index, 1);
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move_result->is_table_updated = true;
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move_result->points += 2 << (arr[index] - 1);
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}
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index++;
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}
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}
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void move_left(uint8_t table[CELLS_COUNT][CELLS_COUNT], MoveResult* const move_result) {
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for(uint8_t row_index = 0; row_index < CELLS_COUNT; row_index++) {
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calculate_move_to_left(table[row_index], move_result);
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}
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}
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void move_right(uint8_t table[CELLS_COUNT][CELLS_COUNT], MoveResult* const move_result) {
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for(uint8_t row_index = 0; row_index < CELLS_COUNT; row_index++) {
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reverse_array(CELLS_COUNT, table[row_index]);
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calculate_move_to_left(table[row_index], move_result);
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reverse_array(CELLS_COUNT, table[row_index]);
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}
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}
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void move_up(uint8_t table[CELLS_COUNT][CELLS_COUNT], MoveResult* const move_result) {
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uint8_t column[CELLS_COUNT];
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for(uint8_t column_index = 0; column_index < CELLS_COUNT; column_index++) {
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get_column_from_array(CELLS_COUNT, CELLS_COUNT, table, column_index, column);
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calculate_move_to_left(column, move_result);
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set_column_to_array(CELLS_COUNT, CELLS_COUNT, table, column_index, column);
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}
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}
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void move_down(uint8_t table[CELLS_COUNT][CELLS_COUNT], MoveResult* const move_result) {
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uint8_t column[CELLS_COUNT];
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for(uint8_t column_index = 0; column_index < CELLS_COUNT; column_index++) {
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get_column_from_array(CELLS_COUNT, CELLS_COUNT, table, column_index, column);
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reverse_array(CELLS_COUNT, column);
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calculate_move_to_left(column, move_result);
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reverse_array(CELLS_COUNT, column);
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set_column_to_array(CELLS_COUNT, CELLS_COUNT, table, column_index, column);
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}
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}
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void add_new_digit(GameState* const game_state) {
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uint8_t empty_cell_indexes[CELLS_COUNT * CELLS_COUNT];
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uint8_t empty_cells_count = 0;
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for(u_int8_t i = 0; i < CELLS_COUNT; i++) {
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for(u_int8_t j = 0; j < CELLS_COUNT; j++) {
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if(game_state->table[i][j] == 0) {
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empty_cell_indexes[empty_cells_count++] = i * CELLS_COUNT + j;
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}
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}
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}
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if(empty_cells_count == 0) return;
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int random_empty_cell_index = empty_cell_indexes[random() % empty_cells_count];
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u_int8_t row = random_empty_cell_index / CELLS_COUNT;
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u_int8_t col = random_empty_cell_index % CELLS_COUNT;
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int random_value_percent = random() % 100;
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game_state->table[row][col] = random_value_percent < 90 ? 1 : 2; // 90% for 2, 25% for 4
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}
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void init_game(GameState* const game_state, bool clear_top_score) {
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memset(game_state->table, 0, CELLS_COUNT * CELLS_COUNT * sizeof(uint8_t));
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add_new_digit(game_state);
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add_new_digit(game_state);
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game_state->score = 0;
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game_state->moves = 0;
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game_state->state = GameStateInProgress;
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game_state->selected_menu_item = 0;
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if(clear_top_score) {
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game_state->top_score = 0;
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}
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}
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bool load_game(GameState* game_state) {
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Storage* storage = furi_record_open(RECORD_STORAGE);
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File* file = storage_file_alloc(storage);
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uint16_t bytes_readed = 0;
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if(storage_file_open(file, SAVING_FILENAME, FSAM_READ, FSOM_OPEN_EXISTING)) {
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bytes_readed = storage_file_read(file, game_state, sizeof(GameState));
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}
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storage_file_close(file);
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storage_file_free(file);
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furi_record_close(RECORD_STORAGE);
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return bytes_readed == sizeof(GameState);
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}
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void save_game(GameState* game_state) {
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Storage* storage = furi_record_open(RECORD_STORAGE);
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if(storage_common_stat(storage, SAVING_DIRECTORY, NULL) == FSE_NOT_EXIST) {
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if(!storage_simply_mkdir(storage, SAVING_DIRECTORY)) {
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return;
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}
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}
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File* file = storage_file_alloc(storage);
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if(storage_file_open(file, SAVING_FILENAME, FSAM_WRITE, FSOM_CREATE_ALWAYS)) {
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storage_file_write(file, game_state, sizeof(GameState));
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}
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storage_file_close(file);
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storage_file_free(file);
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furi_record_close(RECORD_STORAGE);
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}
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bool is_game_over(GameState* const game_state) {
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FURI_LOG_I("is_game_over", "====check====");
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// check if table contains at least one empty cell
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for(uint8_t i = 0; i < CELLS_COUNT; i++) {
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for(u_int8_t j = 0; j < CELLS_COUNT; j++) {
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if(game_state->table[i][j] == 0) {
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FURI_LOG_I("is_game_over", "has empty cells");
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return false;
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}
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}
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}
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FURI_LOG_I("is_game_over", "no empty cells");
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uint8_t tmp_table[CELLS_COUNT][CELLS_COUNT];
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MoveResult* tmp_move_result = malloc(sizeof(MoveResult));
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// check if we can move to any direction
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memcpy(tmp_table, game_state->table, CELLS_COUNT * CELLS_COUNT * sizeof(uint8_t));
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move_left(tmp_table, tmp_move_result);
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if(tmp_move_result->is_table_updated) return false;
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FURI_LOG_I("is_game_over", "can't move left");
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memcpy(tmp_table, game_state->table, CELLS_COUNT * CELLS_COUNT * sizeof(uint8_t));
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move_right(tmp_table, tmp_move_result);
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if(tmp_move_result->is_table_updated) return false;
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FURI_LOG_I("is_game_over", "can't move right");
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memcpy(tmp_table, game_state->table, CELLS_COUNT * CELLS_COUNT * sizeof(uint8_t));
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move_up(tmp_table, tmp_move_result);
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if(tmp_move_result->is_table_updated) return false;
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FURI_LOG_I("is_game_over", "can't move up");
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memcpy(tmp_table, game_state->table, CELLS_COUNT * CELLS_COUNT * sizeof(uint8_t));
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move_down(tmp_table, tmp_move_result);
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if(tmp_move_result->is_table_updated) return false;
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FURI_LOG_I("is_game_over", "can't move down");
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return true;
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}
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int32_t game_2048_app() {
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GameState* game_state = malloc(sizeof(GameState));
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if(!load_game(game_state)) {
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init_game(game_state, true);
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}
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MoveResult* move_result = malloc(sizeof(MoveResult));
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ValueMutex state_mutex;
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if(!init_mutex(&state_mutex, game_state, sizeof(GameState))) {
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FURI_LOG_E("2048Game", "cannot create mutex\r\n");
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free(game_state);
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return 255;
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}
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InputEvent input;
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FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(InputEvent));
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ViewPort* view_port = view_port_alloc();
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view_port_draw_callback_set(view_port, draw_callback, &state_mutex);
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view_port_input_callback_set(view_port, input_callback, event_queue);
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Gui* gui = furi_record_open(RECORD_GUI);
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gui_add_view_port(gui, view_port, GuiLayerFullscreen);
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// Call dolphin deed on game start
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DOLPHIN_DEED(DolphinDeedPluginGameStart);
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bool is_finished = false;
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while(!is_finished) {
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FuriStatus event_status = furi_message_queue_get(event_queue, &input, FuriWaitForever);
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if(event_status == FuriStatusOk) {
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// handle only press event, ignore repeat/release events
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if(input.type != InputTypePress) continue;
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GameState* game_state = (GameState*)acquire_mutex_block(&state_mutex);
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switch(game_state->state) {
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case GameStateMenu:
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switch(input.key) {
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case InputKeyUp:
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game_state->selected_menu_item--;
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if(game_state->selected_menu_item < 0) {
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game_state->selected_menu_item = MENU_ITEMS_COUNT - 1;
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}
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break;
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case InputKeyDown:
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game_state->selected_menu_item++;
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if(game_state->selected_menu_item >= MENU_ITEMS_COUNT) {
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game_state->selected_menu_item = 0;
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}
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break;
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case InputKeyOk:
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if(game_state->selected_menu_item == 1) {
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// new game
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init_game(game_state, false);
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save_game(game_state);
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}
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game_state->state = GameStateInProgress;
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break;
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case InputKeyBack:
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game_state->state = GameStateInProgress;
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break;
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default:
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break;
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}
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break;
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case GameStateInProgress:
|
|
move_result->is_table_updated = false;
|
|
move_result->points = 0;
|
|
|
|
switch(input.key) {
|
|
case InputKeyLeft:
|
|
move_left(game_state->table, move_result);
|
|
break;
|
|
case InputKeyRight:
|
|
move_right(game_state->table, move_result);
|
|
break;
|
|
case InputKeyUp:
|
|
move_up(game_state->table, move_result);
|
|
break;
|
|
case InputKeyDown:
|
|
move_down(game_state->table, move_result);
|
|
break;
|
|
case InputKeyOk:
|
|
game_state->state = GameStateMenu;
|
|
game_state->selected_menu_item = 0;
|
|
break;
|
|
case InputKeyBack:
|
|
save_game(game_state);
|
|
is_finished = true;
|
|
break;
|
|
case InputKeyMAX:
|
|
break;
|
|
}
|
|
game_state->score += move_result->points;
|
|
|
|
if(move_result->is_table_updated) {
|
|
game_state->moves++;
|
|
add_new_digit(game_state);
|
|
}
|
|
|
|
if(is_game_over(game_state)) {
|
|
game_state->state = GameStateGameOver;
|
|
if(game_state->score >= game_state->top_score) {
|
|
game_state->top_score = game_state->score;
|
|
}
|
|
}
|
|
|
|
break;
|
|
case GameStateGameOver:
|
|
if(input.key == InputKeyOk || input.key == InputKeyBack) {
|
|
init_game(game_state, false);
|
|
save_game(game_state);
|
|
}
|
|
}
|
|
|
|
view_port_update(view_port);
|
|
release_mutex(&state_mutex, game_state);
|
|
}
|
|
}
|
|
|
|
gui_remove_view_port(gui, view_port);
|
|
furi_record_close(RECORD_GUI);
|
|
|
|
view_port_free(view_port);
|
|
|
|
furi_message_queue_free(event_queue);
|
|
|
|
delete_mutex(&state_mutex);
|
|
|
|
free(game_state);
|
|
free(move_result);
|
|
|
|
return 0;
|
|
}
|