diff --git a/.gitmodules b/.gitmodules new file mode 100644 index 0000000..29352ac --- /dev/null +++ b/.gitmodules @@ -0,0 +1,3 @@ +[submodule "engine"] + path = vgm/apps/air_labyrinth/engine + url = https://github.com/flipperdevices/flipperzero-game-engine diff --git a/vgm/apps/air_labyrinth/.catalog/CHANGELOG.md b/vgm/apps/air_labyrinth/.catalog/CHANGELOG.md new file mode 100644 index 0000000..89c049f --- /dev/null +++ b/vgm/apps/air_labyrinth/.catalog/CHANGELOG.md @@ -0,0 +1,2 @@ +## 0.1 + - Initial release diff --git a/vgm/apps/air_labyrinth/.catalog/README.md b/vgm/apps/air_labyrinth/.catalog/README.md new file mode 100644 index 0000000..057a06e --- /dev/null +++ b/vgm/apps/air_labyrinth/.catalog/README.md @@ -0,0 +1,17 @@ +# Air Labyrinth + +This is a simple game where you have to navigate a ball through a maze. The game is controlled by tilting the Flipper Zero with a Video Game Module attached. You can also play the game using the Flipper Zero's d-pad. + +## How to play + +1. Attach the video game module to the Flipper Zero. +2. Open the Air Labyrinth game (`Apps`/`Games`/`Air Labyrinth`). +3. Tilt the Flipper Zero to move the ball through the maze. + +## Version history +- 0.1.0 - Initial release by @CodeAllNight (https://youtube.com/@MrDerekJamison/about) + + +## Other + +This game was made based on the [air_arkanoid](https://github.com/flipperdevices/flipperzero-good-faps/tree/dev/air_arkanoid) and [flipperzero-game-engine-example](https://github.com/flipperdevices/flipperzero-game-engine-example) projects. Thanks to the authors of these projects for the inspiration and the code. \ No newline at end of file diff --git a/vgm/apps/air_labyrinth/.catalog/screenshots/1.png b/vgm/apps/air_labyrinth/.catalog/screenshots/1.png new file mode 100644 index 0000000..558f06f Binary files /dev/null and b/vgm/apps/air_labyrinth/.catalog/screenshots/1.png differ diff --git a/vgm/apps/air_labyrinth/.gitignore b/vgm/apps/air_labyrinth/.gitignore new file mode 100644 index 0000000..ff4d4d9 --- /dev/null +++ b/vgm/apps/air_labyrinth/.gitignore @@ -0,0 +1 @@ +assets/sprites/* \ No newline at end of file diff --git a/vgm/apps/air_labyrinth/.gitmodules b/vgm/apps/air_labyrinth/.gitmodules new file mode 100644 index 0000000..3ab8375 --- /dev/null +++ b/vgm/apps/air_labyrinth/.gitmodules @@ -0,0 +1,3 @@ +[submodule "engine"] + path = engine + url = https://github.com/flipperdevices/flipperzero-game-engine.git diff --git a/vgm/apps/air_labyrinth/LICENSE b/vgm/apps/air_labyrinth/LICENSE new file mode 100644 index 0000000..f288702 --- /dev/null +++ b/vgm/apps/air_labyrinth/LICENSE @@ -0,0 +1,674 @@ + GNU GENERAL PUBLIC LICENSE + Version 3, 29 June 2007 + + Copyright (C) 2007 Free Software Foundation, Inc. + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The GNU General Public License is a free, copyleft license for +software and other kinds of works. + + The licenses for most software and other practical works are designed +to take away your freedom to share and change the works. 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Interpretation of Sections 15 and 16. + + If the disclaimer of warranty and limitation of liability provided +above cannot be given local legal effect according to their terms, +reviewing courts shall apply local law that most closely approximates +an absolute waiver of all civil liability in connection with the +Program, unless a warranty or assumption of liability accompanies a +copy of the Program in return for a fee. + + END OF TERMS AND CONDITIONS + + How to Apply These Terms to Your New Programs + + If you develop a new program, and you want it to be of the greatest +possible use to the public, the best way to achieve this is to make it +free software which everyone can redistribute and change under these terms. + + To do so, attach the following notices to the program. It is safest +to attach them to the start of each source file to most effectively +state the exclusion of warranty; and each file should have at least +the "copyright" line and a pointer to where the full notice is found. + + + Copyright (C) + + This program is free software: you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation, either version 3 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program. If not, see . + +Also add information on how to contact you by electronic and paper mail. + + If the program does terminal interaction, make it output a short +notice like this when it starts in an interactive mode: + + Copyright (C) + This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. + This is free software, and you are welcome to redistribute it + under certain conditions; type `show c' for details. + +The hypothetical commands `show w' and `show c' should show the appropriate +parts of the General Public License. Of course, your program's commands +might be different; for a GUI interface, you would use an "about box". + + You should also get your employer (if you work as a programmer) or school, +if any, to sign a "copyright disclaimer" for the program, if necessary. +For more information on this, and how to apply and follow the GNU GPL, see +. + + The GNU General Public License does not permit incorporating your program +into proprietary programs. If your program is a subroutine library, you +may consider it more useful to permit linking proprietary applications with +the library. If this is what you want to do, use the GNU Lesser General +Public License instead of this License. But first, please read +. diff --git a/vgm/apps/air_labyrinth/README.md b/vgm/apps/air_labyrinth/README.md new file mode 100644 index 0000000..057a06e --- /dev/null +++ b/vgm/apps/air_labyrinth/README.md @@ -0,0 +1,17 @@ +# Air Labyrinth + +This is a simple game where you have to navigate a ball through a maze. The game is controlled by tilting the Flipper Zero with a Video Game Module attached. You can also play the game using the Flipper Zero's d-pad. + +## How to play + +1. Attach the video game module to the Flipper Zero. +2. Open the Air Labyrinth game (`Apps`/`Games`/`Air Labyrinth`). +3. Tilt the Flipper Zero to move the ball through the maze. + +## Version history +- 0.1.0 - Initial release by @CodeAllNight (https://youtube.com/@MrDerekJamison/about) + + +## Other + +This game was made based on the [air_arkanoid](https://github.com/flipperdevices/flipperzero-good-faps/tree/dev/air_arkanoid) and [flipperzero-game-engine-example](https://github.com/flipperdevices/flipperzero-game-engine-example) projects. Thanks to the authors of these projects for the inspiration and the code. \ No newline at end of file diff --git a/vgm/apps/air_labyrinth/application.fam b/vgm/apps/air_labyrinth/application.fam new file mode 100644 index 0000000..e44192d --- /dev/null +++ b/vgm/apps/air_labyrinth/application.fam @@ -0,0 +1,20 @@ +App( + appid="air_labyrinth", + name="Air Labyrinth", + apptype=FlipperAppType.EXTERNAL, + entry_point="game_app", + stack_size=4 * 1024, # Game stack, change accordingly + fap_icon="icon.png", + fap_category="Games", + fap_description="Labyrinth game v0.1 that supports the Video Game Module motion sensor. Written by @CodeAllNight (https://youtube.com/MrDerekJamison/about)", + fap_weburl="https://github.com/jamisonderek/flipper-zero-tutorials/tree/main/vgm/apps/air_labyrinth", + fap_author="@CodeAllNight (MrDerekJamison)", + fap_version="0.1", + fap_file_assets="assets", # Do not touch this and the next line, it is needed to generate sprites + fap_extbuild=( + ExtFile( + path="${FAP_SRC_DIR}/assets", + command="python3 ${FAP_SRC_DIR}/engine/scripts/sprite_builder.py ${FAP_SRC_DIR.abspath}/sprites ${TARGET.abspath}/sprites", + ), + ), +) diff --git a/vgm/apps/air_labyrinth/engine b/vgm/apps/air_labyrinth/engine new file mode 160000 index 0000000..1444d66 --- /dev/null +++ b/vgm/apps/air_labyrinth/engine @@ -0,0 +1 @@ +Subproject commit 1444d665d83be0fff504c1ac3447071612b994fe diff --git a/vgm/apps/air_labyrinth/game.c b/vgm/apps/air_labyrinth/game.c new file mode 100644 index 0000000..225615a --- /dev/null +++ b/vgm/apps/air_labyrinth/game.c @@ -0,0 +1,371 @@ +// Air Labyrinth -- by @CodeAllNight (https://youtube.com/@MrDerekJamison/about) +// +// v0.1 - Initial release (d-pad and tilt controls for player movement) +// +/* +This game was made based on the [air_arkanoid] +(https://github.com/flipperdevices/flipperzero-good-faps/tree/dev/air_arkanoid) and +[flipperzero-game-engine-example](https://github.com/flipperdevices/flipperzero-game-engine-example) +projects. Thanks to the authors of these projects for the inspiration and the code. +*/ + +#include "game.h" +#include "walls.h" + +#define MOTION_X 1 +#define MOTION_Y 1 + +/****** Entities: Player ******/ + +typedef struct { + Vector trajectory; // Direction player would like to move. + float radius; // collision radius + int8_t dx; // x direction + int8_t dy; // y direction + Sprite* sprite; // player sprite +} PlayerContext; + +// Forward declaration of player_desc, because it's used in player_spawn function. +static const EntityDescription player_desc; + +static void player_spawn(Level* level, GameManager* manager) { + Entity* player = level_add_entity(level, &player_desc); + + // Set player position. + // Depends on your game logic, it can be done in start entity function, but also can be done here. + entity_pos_set(player, (Vector){64, 28}); + + entity_collider_add_rect(player, 3, 2); + + // Get player context + PlayerContext* player_context = entity_context_get(player); + + // Load player sprite + player_context->sprite = game_manager_sprite_load(manager, "player.fxbm"); + player_context->dx = 0; + player_context->dy = 0; + player_context->radius = 5; + player_context->trajectory = (Vector){0, 0}; +} + +static float player_x_from_pitch(float pitch) { + if(pitch > 9.0) { + return 1.0f; + } else if(pitch < -9.0) { + return -1.0f; + } + return 0; +} + +static float player_y_from_roll(float roll) { + if(roll > 5.0) { + return 0.7f; + } else if(roll < -20.0) { + return -0.7f; + } + return 0; +} + +static void player_update(Entity* self, GameManager* manager, void* context) { + // Get player context + PlayerContext* player = context; + player->dx = 0; + player->dy = 0; + + GameContext* game_context = game_manager_game_context_get(manager); + if(game_context->imu_present) { + FURI_LOG_D( + "Player", + "pitch:%f roll:%f yaw:%f", + (double)imu_pitch_get(game_context->imu), + (double)imu_roll_get(game_context->imu), + (double)imu_yaw_get(game_context->imu)); + + player->trajectory = vector_add( + player->trajectory, + (Vector){ + player_x_from_pitch(-imu_pitch_get(game_context->imu)), + player_y_from_roll(-imu_roll_get(game_context->imu))}); + } + + // Get game input + InputState input = game_manager_input_get(manager); + + // Control player movement + if(input.held & GameKeyUp) { + player->trajectory = vector_add(player->trajectory, (Vector){0, -0.8}); + } + + if(input.held & GameKeyDown) { + player->trajectory = vector_add(player->trajectory, (Vector){0, +0.8}); + } + + if(input.held & GameKeyLeft) { + player->trajectory = vector_add(player->trajectory, (Vector){-0.8, 0}); + } + + if(input.held & GameKeyRight) { + player->trajectory = vector_add(player->trajectory, (Vector){0.8, 0}); + } + + // Get player position + Vector pos = entity_pos_get(self); + + if(player->trajectory.x >= 1.0) { + player->dx = MOTION_X; + player->trajectory.x = 0; + pos.x += player->dx; + } else if(player->trajectory.x <= -1.0) { + player->dx = -MOTION_X; + player->trajectory.x = 0; + pos.x += player->dx; + } + + if(player->trajectory.y >= 1.0) { + player->dy = MOTION_Y; + player->trajectory.y = 0; + pos.y += player->dy; + } else if(player->trajectory.y <= -1.0) { + player->dy = -MOTION_Y; + player->trajectory.y = 0; + pos.y += player->dy; + } + + // Clamp player position to screen bounds, considering player sprite size (10x10) + pos.x = CLAMP(pos.x, 126, 3); + pos.y = CLAMP(pos.y, 62, 2); + + // Set new player position + entity_pos_set(self, pos); + + // Control game exit + if(input.pressed & GameKeyBack) { + game_manager_game_stop(manager); + } +} + +static void player_render(Entity* self, GameManager* manager, Canvas* canvas, void* context) { + // Get player context + PlayerContext* player = context; + + // Get player position + Vector pos = entity_pos_get(self); + + // Draw player sprite + // We subtract 5 from x and y, because collision box is 10x10, and we want to center sprite in it. + //canvas_draw_sprite(canvas, player->sprite, pos.x - 5, pos.y - 5); + + // Collision box is 2x2 but image is 10x10. + canvas_draw_sprite(canvas, player->sprite, pos.x - 5, pos.y - 5); + + // Get game context + GameContext* game_context = game_manager_game_context_get(manager); + + // Draw score + // canvas_printf(canvas, 80, 57, "Score: %lu", game_context->score); + UNUSED(game_context); + + canvas_draw_str(canvas, 20, 6, "@codeallnight - ver 0.1"); + canvas_draw_str(canvas, 10, 61, "video game module demo"); +} + +static const EntityDescription player_desc = { + .start = NULL, // called when entity is added to the level + .stop = NULL, // called when entity is removed from the level + .update = player_update, // called every frame + .render = player_render, // called every frame, after update + .collision = NULL, // called when entity collides with another entity + .event = NULL, // called when entity receives an event + .context_size = + sizeof(PlayerContext), // size of entity context, will be automatically allocated and freed +}; + +/****** Entities: Wall ******/ + +static void wall_start(Entity* self, GameManager* manager, void* context); + +typedef struct { + float width; + float height; +} WallContext; + +static void wall_render(Entity* self, GameManager* manager, Canvas* canvas, void* context) { + UNUSED(manager); + + WallContext* wall = context; + + Vector pos = entity_pos_get(self); + + canvas_draw_box( + canvas, pos.x - wall->width / 2, pos.y - wall->height / 2, wall->width, wall->height); +} + +static void wall_collision(Entity* self, Entity* other, GameManager* manager, void* context) { + WallContext* wall = context; + + // Check if wall collided with player + if(entity_description_get(other) == &player_desc) { + // Increase score + GameContext* game_context = game_manager_game_context_get(manager); + game_context->score++; + + PlayerContext* player = (PlayerContext*)entity_context_get(other); + if(player) { + if(player->dx || player->dy) { + Vector pos = entity_pos_get(other); + + // TODO: Based on where we collided, we should still slide across/down the wall. + UNUSED(wall); + + if(player->dx) { + FURI_LOG_D( + "Player", + "Player collided with wall, dx: %d. center:%f,%f", + player->dx, + (double)pos.x, + (double)pos.y); + pos.x -= player->dx; + player->dx = 0; + } + if(player->dy) { + FURI_LOG_D( + "Player", + "Player collided with wall, dy: %d. center:%f,%f", + player->dy, + (double)pos.x, + (double)pos.y); + pos.y -= player->dy; + player->dy = 0; + } + entity_pos_set(other, pos); + FURI_LOG_D("Player", "Set to center:%f,%f", (double)pos.x, (double)pos.y); + } + } else { + FURI_LOG_D("Player", "Player collided with wall, but context null."); + } + } else { + // HACK: Wall touching other items destroys each other (to help find collider issues) + Level* level = game_manager_current_level_get(manager); + level_remove_entity(level, self); + level_remove_entity(level, other); + } +} + +static const EntityDescription wall_desc = { + .start = wall_start, // called when entity is added to the level + .stop = NULL, // called when entity is removed from the level + .update = NULL, // called every frame + .render = wall_render, // called every frame, after update + .collision = wall_collision, // called when entity collides with another entity + .event = NULL, // called when entity receives an event + .context_size = + sizeof(WallContext), // size of entity context, will be automatically allocated and freed +}; + +static uint8_t wall_index; + +static void wall_start(Entity* self, GameManager* manager, void* context) { + UNUSED(manager); + + WallContext* wall = context; + + // TODO: We can get the current number of items from the level (instead of wall_index). + + if(wall_index < COUNT_OF(walls)) { + if(walls[wall_index].horizontal) { + wall->width = walls[wall_index].length * 2; + wall->height = 1 * 2; + } else { + wall->width = 1 * 2; + wall->height = walls[wall_index].length * 2; + } + + entity_pos_set( + self, + (Vector){ + walls[wall_index].x + wall->width / 2, walls[wall_index].y + wall->height / 2}); + + entity_collider_add_rect(self, wall->width, wall->height); + + wall_index++; + } +} + +/****** Level ******/ + +static void level_alloc(Level* level, GameManager* manager, void* context) { + UNUSED(manager); + UNUSED(context); + + // Add player entity to the level + player_spawn(level, manager); + + // Add wall entities to the level + wall_index = 0; + for(size_t i = 0; i < COUNT_OF(walls); i++) { + level_add_entity(level, &wall_desc); + } +} + +/* + Alloc/free is called once, when level is added/removed from the game. + It useful if you have small amount of levels and entities, that can be allocated at once. + + Start/stop is called when level is changed to/from this level. + It will save memory, because you can allocate entities only for current level. +*/ +static const LevelBehaviour level = { + .alloc = level_alloc, // called once, when level allocated + .free = NULL, // called once, when level freed + .start = NULL, // called when level is changed to this level + .stop = NULL, // called when level is changed from this level + .context_size = 0, // size of level context, will be automatically allocated and freed +}; + +/****** Game ******/ + +/* + Write here the start code for your game, for example: creating a level and so on. + Game context is allocated (game.context_size) and passed to this function, you can use it to store your game data. +*/ +static void game_start(GameManager* game_manager, void* ctx) { + UNUSED(game_manager); + + // Do some initialization here, for example you can load score from storage. + // For simplicity, we will just set it to 0. + GameContext* game_context = ctx; + game_context->score = 0; + + game_context->imu = imu_alloc(); + game_context->imu_present = imu_present(game_context->imu); + + // Add level to the game + game_manager_add_level(game_manager, &level); +} + +/* + Write here the stop code for your game, for example: freeing memory, if it was allocated. + You don't need to free level, sprites or entities, it will be done automatically. + Also, you don't need to free game_context, it will be done automatically, after this function. +*/ +static void game_stop(void* ctx) { + GameContext* game_context = ctx; + imu_free(game_context->imu); + game_context->imu = NULL; + + // Do some deinitialization here, for example you can save score to storage. + // For simplicity, we will just print it. + FURI_LOG_I("Game", "Your score: %lu", game_context->score); +} + +/* + Yor game configuration, do not rename this variable, but you can change it's content here. +*/ +const Game game = { + .target_fps = 30, // target fps, game will try to keep this value + .show_fps = false, // show fps counter on the screen + .always_backlight = true, // keep display backlight always on + .start = game_start, // will be called once, when game starts + .stop = game_stop, // will be called once, when game stops + .context_size = sizeof(GameContext), // size of game context +}; \ No newline at end of file diff --git a/vgm/apps/air_labyrinth/game.h b/vgm/apps/air_labyrinth/game.h new file mode 100644 index 0000000..0094c76 --- /dev/null +++ b/vgm/apps/air_labyrinth/game.h @@ -0,0 +1,9 @@ +#pragma once +#include "engine/engine.h" +#include "engine/sensors/imu.h" + +typedef struct { + Imu* imu; + bool imu_present; + uint32_t score; +} GameContext; diff --git a/vgm/apps/air_labyrinth/icon.png b/vgm/apps/air_labyrinth/icon.png new file mode 100644 index 0000000..deb8cb1 Binary files /dev/null and b/vgm/apps/air_labyrinth/icon.png differ diff --git a/vgm/apps/air_labyrinth/sprites/.gitkeep b/vgm/apps/air_labyrinth/sprites/.gitkeep new file mode 100644 index 0000000..e69de29 diff --git a/vgm/apps/air_labyrinth/sprites/player.png b/vgm/apps/air_labyrinth/sprites/player.png new file mode 100644 index 0000000..ae43ce0 Binary files /dev/null and b/vgm/apps/air_labyrinth/sprites/player.png differ diff --git a/vgm/apps/air_labyrinth/walls.h b/vgm/apps/air_labyrinth/walls.h new file mode 100644 index 0000000..a04c920 --- /dev/null +++ b/vgm/apps/air_labyrinth/walls.h @@ -0,0 +1,28 @@ +#pragma once +#include + +typedef struct { + bool horizontal; + int x; + int y; + int length; +} Wall; + +#define WALL(h, y, x, l) \ + (Wall) { \ + h, x * 2, y * 2, l \ + } + +Wall walls[] = { + WALL(true, 12, 0, 3), WALL(false, 3, 3, 17), WALL(false, 23, 3, 6), + WALL(true, 3, 4, 57), WALL(true, 28, 4, 56), WALL(false, 4, 7, 5), + WALL(false, 12, 7, 13), WALL(true, 8, 8, 34), WALL(true, 12, 8, 42), + WALL(true, 24, 8, 8), WALL(true, 16, 11, 8), WALL(false, 17, 11, 4), + WALL(true, 20, 12, 22), WALL(false, 6, 17, 2), WALL(true, 24, 19, 15), + WALL(true, 16, 22, 16), WALL(false, 4, 24, 1), WALL(false, 21, 28, 2), + WALL(false, 6, 33, 2), WALL(false, 13, 34, 3), WALL(false, 17, 37, 11), + WALL(true, 16, 41, 14), WALL(false, 20, 41, 5), WALL(true, 20, 45, 12), + WALL(true, 24, 45, 12), WALL(false, 4, 46, 2), WALL(false, 9, 46, 3), + WALL(false, 6, 50, 3), WALL(true, 12, 53, 7), WALL(true, 8, 54, 6), + WALL(false, 4, 60, 19), WALL(false, 26, 60, 6), +};