diff --git a/applications/plugins/snake_game/application.fam b/applications/plugins/snake_game/application.fam index d55f53bb14f..d0378ac1199 100644 --- a/applications/plugins/snake_game/application.fam +++ b/applications/plugins/snake_game/application.fam @@ -4,8 +4,12 @@ App( apptype=FlipperAppType.PLUGIN, entry_point="snake_game_app", cdefines=["APP_SNAKE_GAME"], - requires=["gui"], - stack_size=1 * 1024, + requires=[ + "gui", + "notification", + "storage", + ], + stack_size=2 * 1024, order=30, fap_icon="snake_10px.png", fap_category="Games", diff --git a/applications/plugins/snake_game/helpers/snake_file_handler.c b/applications/plugins/snake_game/helpers/snake_file_handler.c new file mode 100644 index 00000000000..569bd8738ea --- /dev/null +++ b/applications/plugins/snake_game/helpers/snake_file_handler.c @@ -0,0 +1,181 @@ +#include "snake_file_handler.h" + +#include +#include + +static void snake_game_close_file(FlipperFormat* file) { + if(file == NULL) { + furi_record_close(RECORD_STORAGE); + return; + } + flipper_format_file_close(file); + flipper_format_free(file); + furi_record_close(RECORD_STORAGE); +} + +static FlipperFormat* snake_game_open_file() { + Storage* storage = furi_record_open(RECORD_STORAGE); + FlipperFormat* file = flipper_format_file_alloc(storage); + + if(storage_common_stat(storage, SNAKE_GAME_FILE_PATH, NULL) == FSE_OK) { + if(!flipper_format_file_open_existing(file, SNAKE_GAME_FILE_PATH)) { + snake_game_close_file(file); + return NULL; + } + } else { + if(storage_common_stat(storage, APPS_DATA, NULL) == FSE_NOT_EXIST) { + if(!storage_simply_mkdir(storage, APPS_DATA)) { + return NULL; + } + } + if(storage_common_stat(storage, SNAKE_GAME_FILE_DIR_PATH, NULL) == FSE_NOT_EXIST) { + if(!storage_simply_mkdir(storage, SNAKE_GAME_FILE_DIR_PATH)) { + return NULL; + } + } + + if(!flipper_format_file_open_new(file, SNAKE_GAME_FILE_PATH)) { + snake_game_close_file(file); + return NULL; + } + + flipper_format_write_header_cstr( + file, SNAKE_GAME_FILE_HEADER, SNAKE_GAME_FILE_ACTUAL_VERSION); + flipper_format_rewind(file); + } + return file; +} + +void snake_game_save_score_to_file(int16_t highscore) { + FlipperFormat* file = snake_game_open_file(); + if(file != NULL) { + uint32_t temp = highscore; + if(!flipper_format_insert_or_update_uint32(file, SNAKE_GAME_CONFIG_HIGHSCORE, &temp, 1)) { + snake_game_close_file(file); + return; + } + snake_game_close_file(file); + } +} + +void snake_game_save_game_to_file(SnakeState* const snake_state) { + FlipperFormat* file = snake_game_open_file(); + + if(file != NULL) { + uint32_t temp = snake_state->len; + if(!flipper_format_insert_or_update_uint32(file, SNAKE_GAME_CONFIG_KEY_LEN, &temp, 1)) { + snake_game_close_file(file); + return; + } + + uint16_t array_size = snake_state->len * 2; + uint32_t temp_array[array_size]; + for(int16_t i = 0, a = 0; a < array_size && i < snake_state->len; i++) { + temp_array[a++] = snake_state->points[i].x; + temp_array[a++] = snake_state->points[i].y; + } + if(!flipper_format_insert_or_update_uint32( + file, SNAKE_GAME_CONFIG_KEY_POINTS, temp_array, array_size)) { + snake_game_close_file(file); + return; + } + + temp = snake_state->currentMovement; + if(!flipper_format_insert_or_update_uint32( + file, SNAKE_GAME_CONFIG_KEY_CURRENT_MOVEMENT, &temp, 1)) { + snake_game_close_file(file); + return; + } + + temp = snake_state->nextMovement; + if(!flipper_format_insert_or_update_uint32( + file, SNAKE_GAME_CONFIG_KEY_NEXT_MOVEMENT, &temp, 1)) { + snake_game_close_file(file); + return; + } + + array_size = 2; + uint32_t temp_point_array[array_size]; + temp_point_array[0] = snake_state->fruit.x; + temp_point_array[1] = snake_state->fruit.y; + if(!flipper_format_insert_or_update_uint32( + file, SNAKE_GAME_CONFIG_KEY_FRUIT_POINTS, temp_point_array, array_size)) { + snake_game_close_file(file); + return; + } + + snake_game_close_file(file); + } +} + +bool snake_game_init_game_from_file(SnakeState* const snake_state) { + FlipperFormat* file = snake_game_open_file(); + + if(file != NULL) { + FuriString* file_type = furi_string_alloc(); + uint32_t version = 1; + if(!flipper_format_read_header(file, file_type, &version)) { + furi_string_free(file_type); + snake_game_close_file(file); + return false; + } + furi_string_free(file_type); + + uint32_t temp; + snake_state->highscore = + (flipper_format_read_uint32(file, SNAKE_GAME_CONFIG_HIGHSCORE, &temp, 1)) ? temp : 0; + flipper_format_rewind(file); + + if(!flipper_format_read_uint32(file, SNAKE_GAME_CONFIG_KEY_LEN, &temp, 1)) { + snake_game_close_file(file); + return false; + } + snake_state->len = temp; + flipper_format_delete_key(file, SNAKE_GAME_CONFIG_KEY_LEN); + + uint16_t array_size = snake_state->len * 2; + uint32_t temp_array[array_size]; + if(!flipper_format_read_uint32( + file, SNAKE_GAME_CONFIG_KEY_POINTS, temp_array, array_size)) { + snake_game_close_file(file); + return false; + } + + for(int16_t i = 0, a = 0; a < array_size && i < snake_state->len; i++) { + snake_state->points[i].x = temp_array[a++]; + snake_state->points[i].y = temp_array[a++]; + } + flipper_format_delete_key(file, SNAKE_GAME_CONFIG_KEY_POINTS); + + if(!flipper_format_read_uint32(file, SNAKE_GAME_CONFIG_KEY_CURRENT_MOVEMENT, &temp, 1)) { + snake_game_close_file(file); + return false; + } + snake_state->currentMovement = temp; + flipper_format_delete_key(file, SNAKE_GAME_CONFIG_KEY_CURRENT_MOVEMENT); + + if(!flipper_format_read_uint32(file, SNAKE_GAME_CONFIG_KEY_NEXT_MOVEMENT, &temp, 1)) { + snake_game_close_file(file); + return false; + } + snake_state->nextMovement = temp; + flipper_format_delete_key(file, SNAKE_GAME_CONFIG_KEY_NEXT_MOVEMENT); + + array_size = 2; + uint32_t temp_point_array[array_size]; + if(!flipper_format_read_uint32( + file, SNAKE_GAME_CONFIG_KEY_FRUIT_POINTS, temp_point_array, array_size)) { + snake_game_close_file(file); + return false; + } + snake_state->fruit.x = temp_point_array[0]; + snake_state->fruit.y = temp_point_array[1]; + flipper_format_delete_key(file, SNAKE_GAME_CONFIG_KEY_FRUIT_POINTS); + + snake_game_close_file(file); + + return true; + } + + return false; +} diff --git a/applications/plugins/snake_game/helpers/snake_file_handler.h b/applications/plugins/snake_game/helpers/snake_file_handler.h new file mode 100644 index 00000000000..178d5d8e0a3 --- /dev/null +++ b/applications/plugins/snake_game/helpers/snake_file_handler.h @@ -0,0 +1,25 @@ +#pragma once + +#include "snake_types.h" +#include +#include + +#define APPS_DATA EXT_PATH("apps_data") +#define SNAKE_GAME_FILE_DIR_PATH APPS_DATA "/snake_game" +#define SNAKE_GAME_FILE_PATH SNAKE_GAME_FILE_DIR_PATH "/.snake" + +#define SNAKE_GAME_FILE_HEADER "Flipper Snake plugin run file" +#define SNAKE_GAME_FILE_ACTUAL_VERSION 1 + +#define SNAKE_GAME_CONFIG_KEY_POINTS "SnakePoints" +#define SNAKE_GAME_CONFIG_KEY_LEN "SnakeLen" +#define SNAKE_GAME_CONFIG_KEY_CURRENT_MOVEMENT "CurrentMovement" +#define SNAKE_GAME_CONFIG_KEY_NEXT_MOVEMENT "NextMovement" +#define SNAKE_GAME_CONFIG_KEY_FRUIT_POINTS "FruitPoints" +#define SNAKE_GAME_CONFIG_HIGHSCORE "Highscore" + +void snake_game_save_score_to_file(int16_t highscore); + +void snake_game_save_game_to_file(SnakeState* const snake_state); + +bool snake_game_init_game_from_file(SnakeState* const snake_state); diff --git a/applications/plugins/snake_game/helpers/snake_types.h b/applications/plugins/snake_game/helpers/snake_types.h new file mode 100644 index 00000000000..08682f58581 --- /dev/null +++ b/applications/plugins/snake_game/helpers/snake_types.h @@ -0,0 +1,51 @@ +#pragma once + +#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; + +// Note: do not change without purpose. Current values are used in smart +// orthogonality calculation in `snake_game_get_turn_snake`. +typedef enum { + DirectionUp, + DirectionRight, + DirectionDown, + DirectionLeft, +} Direction; + +#define MAX_SNAKE_LEN 253 + +typedef struct { + Point points[MAX_SNAKE_LEN]; + uint16_t len; + bool isNewHighscore; + int16_t highscore; + Direction currentMovement; + Direction nextMovement; // if backward of currentMovement, ignore + Point fruit; + GameState state; +} SnakeState; diff --git a/applications/plugins/snake_game/snake_game.c b/applications/plugins/snake_game/snake_game.c index f9b4d30af92..b2b1f1dd971 100644 --- a/applications/plugins/snake_game/snake_game.c +++ b/applications/plugins/snake_game/snake_game.c @@ -1,3 +1,6 @@ +#include "helpers/snake_file_handler.h" +#include "helpers/snake_types.h" + #include #include #include @@ -6,52 +9,6 @@ #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; - -// Note: do not change without purpose. Current values are used in smart -// orthogonality calculation in `snake_game_get_turn_snake`. -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, @@ -120,18 +77,21 @@ static void snake_game_render_callback(Canvas* const canvas, void* ctx) { if(snake_state->state == GameStateGameOver) { // Screen is 128x64 px canvas_set_color(canvas, ColorWhite); - canvas_draw_box(canvas, 34, 20, 62, 24); + canvas_draw_box(canvas, 32, 20, 64, 34); canvas_set_color(canvas, ColorBlack); - canvas_draw_frame(canvas, 34, 20, 62, 24); + canvas_draw_frame(canvas, 32, 20, 64, 34); 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 - 7U); + char buffer[18]; + snprintf(buffer, sizeof(buffer), "Score: %u", snake_state->len); canvas_draw_str_aligned(canvas, 64, 41, AlignCenter, AlignBottom, buffer); + + snprintf(buffer, sizeof(buffer), "Highscore: %d", snake_state->highscore); + canvas_draw_str_aligned(canvas, 64, 51, AlignCenter, AlignBottom, buffer); } release_mutex((ValueMutex*)ctx, snake_state); @@ -262,6 +222,17 @@ static void snake_game_move_snake(SnakeState* const snake_state, Point const nex snake_state->points[0] = next_step; } +static void snake_game_game_over(SnakeState* const snake_state, NotificationApp* notification) { + snake_state->state = GameStateGameOver; + snake_state->len = snake_state->len - 7; + if(snake_state->len > snake_state->highscore) { + snake_state->isNewHighscore = true; + snake_state->highscore = snake_state->len; + } + + notification_message_block(notification, &sequence_fail); +} + static void snake_game_process_game_step(SnakeState* const snake_state, NotificationApp* notification) { if(snake_state->state == GameStateGameOver) { @@ -281,8 +252,7 @@ static void snake_state->state = GameStateLastChance; return; } else if(snake_state->state == GameStateLastChance) { - snake_state->state = GameStateGameOver; - notification_message_block(notification, &sequence_fail); + snake_game_game_over(snake_state, notification); return; } } else { @@ -293,8 +263,7 @@ static void crush = snake_game_collision_with_tail(snake_state, next_step); if(crush) { - snake_state->state = GameStateGameOver; - notification_message_block(notification, &sequence_fail); + snake_game_game_over(snake_state, notification); return; } @@ -302,8 +271,7 @@ static void if(eatFruit) { snake_state->len++; if(snake_state->len >= MAX_SNAKE_LEN) { - snake_state->state = GameStateGameOver; - notification_message_block(notification, &sequence_fail); + snake_game_game_over(snake_state, notification); return; } } @@ -322,7 +290,11 @@ int32_t snake_game_app(void* p) { FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(SnakeEvent)); SnakeState* snake_state = malloc(sizeof(SnakeState)); - snake_game_init_game(snake_state); + snake_state->isNewHighscore = false; + snake_state->highscore = 0; + if(!snake_game_init_game_from_file(snake_state)) { + snake_game_init_game(snake_state); + } ValueMutex state_mutex; if(!init_mutex(&state_mutex, snake_state, sizeof(SnakeState))) { @@ -377,6 +349,9 @@ int32_t snake_game_app(void* p) { } break; case InputKeyBack: + if(snake_state->state == GameStateLife) { + snake_game_save_game_to_file(snake_state); + } processing = false; break; default: @@ -394,6 +369,9 @@ int32_t snake_game_app(void* p) { release_mutex(&state_mutex, snake_state); } + if(snake_state->isNewHighscore) { + snake_game_save_score_to_file(snake_state->highscore); + } // Wait for all notifications to be played and return backlight to normal state notification_message_block(notification, &sequence_display_backlight_enforce_auto);