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
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+not convey it at all. For example, if you agree to terms that obligate you
+to collect a royalty for further conveying from those to whom you convey
+the Program, the only way you could satisfy both those terms and this
+License would be to refrain entirely from conveying the Program.
+
+ 13. Use with the GNU Affero General Public License.
+
+ Notwithstanding any other provision of this License, you have
+permission to link or combine any covered work with a work licensed
+under version 3 of the GNU Affero General Public License into a single
+combined work, and to convey the resulting work. The terms of this
+License will continue to apply to the part which is the covered work,
+but the special requirements of the GNU Affero General Public License,
+section 13, concerning interaction through a network will apply to the
+combination as such.
+
+ 14. Revised Versions of this License.
+
+ The Free Software Foundation may publish revised and/or new versions of
+the GNU General Public License from time to time. Such new versions will
+be similar in spirit to the present version, but may differ in detail to
+address new problems or concerns.
+
+ Each version is given a distinguishing version number. If the
+Program specifies that a certain numbered version of the GNU General
+Public License "or any later version" applies to it, you have the
+option of following the terms and conditions either of that numbered
+version or of any later version published by the Free Software
+Foundation. If the Program does not specify a version number of the
+GNU General Public License, you may choose any version ever published
+by the Free Software Foundation.
+
+ If the Program specifies that a proxy can decide which future
+versions of the GNU General Public License can be used, that proxy's
+public statement of acceptance of a version permanently authorizes you
+to choose that version for the Program.
+
+ Later license versions may give you additional or different
+permissions. However, no additional obligations are imposed on any
+author or copyright holder as a result of your choosing to follow a
+later version.
+
+ 15. Disclaimer of Warranty.
+
+ THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
+APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
+HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
+OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
+THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
+IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
+ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
+
+ 16. Limitation of Liability.
+
+ IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
+WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
+THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
+GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
+USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
+DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
+PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
+EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
+SUCH DAMAGES.
+
+ 17. 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),
+};