Add Snake game (#829)

* Add snake game
* Applications: Added a classic game https://en.wikipedia.org/wiki/Snake_(video_game_genre)
* Snake Game: Making it impossible to lose button presses
* Use more native press button event
* Snake Game: use low level InputTypePress event instead of InputTypeShort high level unpredictable event

Co-authored-by: LionZXY <nikita@kulikof.ru>
Co-authored-by: あく <alleteam@gmail.com>
This commit is contained in:
Oleg Schwann 2021-11-23 19:07:46 +03:00 committed by GitHub
parent e54e4a6d77
commit 68274b6c27
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 430 additions and 0 deletions

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@ -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);

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@ -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)

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@ -0,0 +1,419 @@
#include <furi.h>
#include <gui/gui.h>
#include <input/input.h>
#include <stdlib.h>
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.
// ┌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌┐
// ╎ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ╎
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// ╎ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ╎
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// ╎ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ╎
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// ╎ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ╎
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// ╎ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ╎
// └╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌┘