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