diff --git a/applications/applications.c b/applications/applications.c index fe58e56ac9f..846d34f5046 100644 --- a/applications/applications.c +++ b/applications/applications.c @@ -42,6 +42,7 @@ extern int32_t vibro_test_app(void* p); // Plugins extern int32_t music_player_app(void* p); +extern int32_t snake_game_app(void* p); // On system start hooks declaration extern void bt_cli_init(); @@ -203,6 +204,10 @@ const FlipperApplication FLIPPER_PLUGINS[] = { #ifdef APP_MUSIC_PLAYER {.app = music_player_app, .name = "Music Player", .stack_size = 1024, .icon = &A_Plugins_14}, #endif + +#ifdef APP_SNAKE_GAME + {.app = snake_game_app, .name = "Snake Game", .stack_size = 1024, .icon = &A_Plugins_14}, +#endif }; const size_t FLIPPER_PLUGINS_COUNT = sizeof(FLIPPER_PLUGINS) / sizeof(FlipperApplication); diff --git a/applications/applications.mk b/applications/applications.mk index 9f87c6c3a9e..051d6f7f30f 100644 --- a/applications/applications.mk +++ b/applications/applications.mk @@ -35,6 +35,7 @@ APP_ABOUT = 1 # Plugins APP_MUSIC_PLAYER = 1 +APP_SNAKE_GAME = 1 # Debug APP_ACCESSOR = 1 @@ -185,6 +186,11 @@ CFLAGS += -DAPP_MUSIC_PLAYER SRV_GUI = 1 endif +APP_SNAKE_GAME ?= 0 +ifeq ($(APP_SNAKE_GAME), 1) +CFLAGS += -DAPP_SNAKE_GAME +SRV_GUI = 1 +endif APP_IBUTTON ?= 0 ifeq ($(APP_IBUTTON), 1) diff --git a/applications/snake-game/snake-game.c b/applications/snake-game/snake-game.c new file mode 100644 index 00000000000..c1debed23cf --- /dev/null +++ b/applications/snake-game/snake-game.c @@ -0,0 +1,419 @@ +#include +#include +#include +#include + +typedef struct { + // +-----x + // | + // | + // y + uint8_t x; + uint8_t y; +} Point; + +typedef enum { + GameStateLife, + + // https://melmagazine.com/en-us/story/snake-nokia-6110-oral-history-taneli-armanto + // Armanto: While testing the early versions of the game, I noticed it was hard + // to control the snake upon getting close to and edge but not crashing — especially + // in the highest speed levels. I wanted the highest level to be as fast as I could + // possibly make the device "run," but on the other hand, I wanted to be friendly + // and help the player manage that level. Otherwise it might not be fun to play. So + // I implemented a little delay. A few milliseconds of extra time right before + // the player crashes, during which she can still change the directions. And if + // she does, the game continues. + GameStateLastChance, + + GameStateGameOver, +} GameState; + +typedef enum { + DirectionUp, + DirectionRight, + DirectionDown, + DirectionLeft, +} Direction; + +#define MAX_SNAKE_LEN 253 + +typedef struct { + Point points[MAX_SNAKE_LEN]; + uint16_t len; + Direction currentMovement; + Direction nextMovement; // if backward of currentMovement, ignore + Point fruit; + GameState state; +} SnakeState; + +typedef enum { + EventTypeTick, + EventTypeKey, +} EventType; + +typedef struct { + EventType type; + InputEvent input; +} SnakeEvent; + +static void snake_game_render_callback(Canvas* const canvas, void* ctx) { + const SnakeState* snake_state = acquire_mutex((ValueMutex*)ctx, 25); + if(snake_state == NULL) { + return; + } + + // Before the function is called, the state is set with the canvas_reset(canvas) + + // Frame + canvas_draw_frame(canvas, 0, 0, 128, 64); + + // Fruit + Point f = snake_state->fruit; + f.x = f.x * 4 + 1; + f.y = f.y * 4 + 1; + canvas_draw_rframe(canvas, f.x, f.y, 6, 6, 2); + + // Snake + for(uint16_t i = 0; i < snake_state->len; i++) { + Point p = snake_state->points[i]; + p.x = p.x * 4 + 2; + p.y = p.y * 4 + 2; + canvas_draw_box(canvas, p.x, p.y, 4, 4); + } + + // Game Over banner + if(snake_state->state == GameStateGameOver) { + // Screen is 128x64 px + canvas_set_color(canvas, ColorWhite); + canvas_draw_box(canvas, 34, 20, 62, 24); + + canvas_set_color(canvas, ColorBlack); + canvas_draw_frame(canvas, 34, 20, 62, 24); + + canvas_set_font(canvas, FontPrimary); + canvas_draw_str(canvas, 37, 31, "Game Over"); + + canvas_set_font(canvas, FontSecondary); + char buffer[12]; + snprintf(buffer, sizeof(buffer), "Score: %u", snake_state->len - 7); + canvas_draw_str_aligned(canvas, 64, 41, AlignCenter, AlignBottom, buffer); + } + + release_mutex((ValueMutex*)ctx, snake_state); +} + +static void snake_game_input_callback(InputEvent* input_event, osMessageQueueId_t event_queue) { + furi_assert(event_queue); + + SnakeEvent event = {.type = EventTypeKey, .input = *input_event}; + osMessageQueuePut(event_queue, &event, 0, osWaitForever); +} + +static void snake_game_update_timer_callback(osMessageQueueId_t event_queue) { + furi_assert(event_queue); + + SnakeEvent event = {.type = EventTypeTick}; + osMessageQueuePut(event_queue, &event, 0, 0); +} + +static void snake_game_init_game(SnakeState* const snake_state) { + Point p[] = {{8, 6}, {7, 6}, {6, 6}, {5, 6}, {4, 6}, {3, 6}, {2, 6}}; + memcpy(snake_state->points, p, sizeof(p)); + + snake_state->len = 7; + + snake_state->currentMovement = DirectionRight; + + snake_state->nextMovement = DirectionRight; + + Point f = {18, 6}; + snake_state->fruit = f; + + snake_state->state = GameStateLife; +} + +static Point snake_game_get_new_fruit(SnakeState const* const snake_state) { + // 1 bit for each point on the playing field where the snake can turn + // and where the fruit can appear + uint16_t buffer[8]; + memset(buffer, 0, sizeof(buffer)); + uint8_t empty = 8 * 16; + + for(uint16_t i = 0; i < snake_state->len; i++) { + Point p = snake_state->points[i]; + + if(p.x % 2 != 0 || p.y % 2 != 0) { + continue; + } + p.x /= 2; + p.y /= 2; + + buffer[p.y] |= 1 << p.x; + empty--; + } + // Bit set if snake use that playing field + + uint16_t newFruit = rand() % empty; + + // Skip random number of _empty_ fields + for(uint8_t y = 0; y < 8; y++) { + for(uint16_t x = 0, mask = 1; x < 16; x += 1, mask <<= 1) { + if((buffer[y] & mask) == 0) { + if(newFruit == 0) { + Point p = { + .x = x * 2, + .y = y * 2, + }; + return p; + } + newFruit--; + } + } + } + // We will never be here + Point p = {0, 0}; + return p; +} + +static bool snake_game_collision_with_frame(Point const next_step) { + // if x == 0 && currentMovement == left then x - 1 == 255 , + // so check only x > right border + return next_step.x > 30 || next_step.y > 14; +} + +static bool + snake_game_collision_with_tail(SnakeState const* const snake_state, Point const next_step) { + for(uint16_t i = 0; i < snake_state->len; i++) { + Point p = snake_state->points[i]; + if(p.x == next_step.x && p.y == next_step.y) { + return true; + } + } + + return false; +} + +static Direction snake_game_get_turn_snake(SnakeState const* const snake_state) { + switch(snake_state->currentMovement) { + case DirectionUp: + switch(snake_state->nextMovement) { + case DirectionRight: + return DirectionRight; + case DirectionLeft: + return DirectionLeft; + default: + return snake_state->currentMovement; + } + case DirectionRight: + switch(snake_state->nextMovement) { + case DirectionUp: + return DirectionUp; + case DirectionDown: + return DirectionDown; + default: + return snake_state->currentMovement; + } + case DirectionDown: + switch(snake_state->nextMovement) { + case DirectionRight: + return DirectionRight; + case DirectionLeft: + return DirectionLeft; + default: + return snake_state->currentMovement; + } + default: // case DirectionLeft: + switch(snake_state->nextMovement) { + case DirectionUp: + return DirectionUp; + case DirectionDown: + return DirectionDown; + default: + return snake_state->currentMovement; + } + } +} + +static Point snake_game_get_next_step(SnakeState const* const snake_state) { + Point next_step = snake_state->points[0]; + switch(snake_state->currentMovement) { + // +-----x + // | + // | + // y + case DirectionUp: + next_step.y--; + break; + case DirectionRight: + next_step.x++; + break; + case DirectionDown: + next_step.y++; + break; + case DirectionLeft: + next_step.x--; + break; + } + return next_step; +} + +static void snake_game_move_snake(SnakeState* const snake_state, Point const next_step) { + memmove(snake_state->points + 1, snake_state->points, snake_state->len * sizeof(Point)); + snake_state->points[0] = next_step; +} + +static void snake_game_process_game_step(SnakeState* const snake_state) { + if(snake_state->state == GameStateGameOver) { + return; + } + + bool can_turn = (snake_state->points[0].x % 2 == 0) && (snake_state->points[0].y % 2 == 0); + if(can_turn) { + snake_state->currentMovement = snake_game_get_turn_snake(snake_state); + } + + Point next_step = snake_game_get_next_step(snake_state); + + bool crush = snake_game_collision_with_frame(next_step); + if(crush) { + if(snake_state->state == GameStateLife) { + snake_state->state = GameStateLastChance; + return; + } else if(snake_state->state == GameStateLastChance) { + snake_state->state = GameStateGameOver; + return; + } + } else { + if(snake_state->state == GameStateLastChance) { + snake_state->state = GameStateLife; + } + } + + crush = snake_game_collision_with_tail(snake_state, next_step); + if(crush) { + snake_state->state = GameStateGameOver; + return; + } + + bool eatFruit = (next_step.x == snake_state->fruit.x) && (next_step.y == snake_state->fruit.y); + if(eatFruit) { + snake_state->len++; + if(snake_state->len >= MAX_SNAKE_LEN) { + snake_state->state = GameStateGameOver; + return; + } + } + + snake_game_move_snake(snake_state, next_step); + + if(eatFruit) { + snake_state->fruit = snake_game_get_new_fruit(snake_state); + } +} + +int32_t snake_game_app(void* p) { + srand(DWT->CYCCNT); + + osMessageQueueId_t event_queue = osMessageQueueNew(8, sizeof(SnakeEvent), NULL); + + SnakeState* snake_state = furi_alloc(sizeof(SnakeState)); + snake_game_init_game(snake_state); + + ValueMutex state_mutex; + if(!init_mutex(&state_mutex, snake_state, sizeof(SnakeState))) { + furi_log_print(FURI_LOG_ERROR, "cannot create mutex\r\n"); + free(snake_state); + return 255; + } + + ViewPort* view_port = view_port_alloc(); + view_port_draw_callback_set(view_port, snake_game_render_callback, &state_mutex); + view_port_input_callback_set(view_port, snake_game_input_callback, event_queue); + + osTimerId_t timer = + osTimerNew(snake_game_update_timer_callback, osTimerPeriodic, event_queue, NULL); + osTimerStart(timer, osKernelGetTickFreq() / 4); + + // Open GUI and register view_port + Gui* gui = furi_record_open("gui"); + gui_add_view_port(gui, view_port, GuiLayerFullscreen); + + SnakeEvent event; + for(bool processing = true; processing;) { + osStatus_t event_status = osMessageQueueGet(event_queue, &event, NULL, 100); + + SnakeState* snake_state = (SnakeState*)acquire_mutex_block(&state_mutex); + + if(event_status == osOK) { + // press events + if(event.type == EventTypeKey) { + if(event.input.type == InputTypePress) { + switch(event.input.key) { + case InputKeyUp: + snake_state->nextMovement = DirectionUp; + break; + case InputKeyDown: + snake_state->nextMovement = DirectionDown; + break; + case InputKeyRight: + snake_state->nextMovement = DirectionRight; + break; + case InputKeyLeft: + snake_state->nextMovement = DirectionLeft; + break; + case InputKeyOk: + if(snake_state->state == GameStateGameOver) { + snake_game_init_game(snake_state); + } + break; + case InputKeyBack: + processing = false; + break; + } + } + } else if(event.type == EventTypeTick) { + snake_game_process_game_step(snake_state); + } + } else { + // event timeout + } + + view_port_update(view_port); + release_mutex(&state_mutex, snake_state); + } + + osTimerDelete(timer); + view_port_enabled_set(view_port, false); + gui_remove_view_port(gui, view_port); + furi_record_close("gui"); + view_port_free(view_port); + osMessageQueueDelete(event_queue); + delete_mutex(&state_mutex); + free(snake_state); + + return 0; +} + +// Screen is 128x64 px +// (4 + 4) * 16 - 4 + 2 + 2border == 128 +// (4 + 4) * 8 - 4 + 2 + 2border == 64 +// Game field from point{x: 0, y: 0} to point{x: 30, y: 14}. +// The snake turns only in even cells - intersections. +// ┌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌┐ +// ╎ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ╎ +// ╎ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ╎ +// ╎ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ╎ +// ╎ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ╎ +// ╎ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ╎ +// ╎ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ╎ +// ╎ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ╎ +// ╎ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ╎ +// ╎ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ╎ +// ╎ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ╎ +// ╎ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ╎ +// ╎ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ╎ +// ╎ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ╎ +// ╎ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ╎ +// ╎ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ╎ +// └╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌┘