New Apps - Lot 1 (#27)

* New Apps - Lot 1

Trying to mix it up a little with some fun, useful and just weird.
Adds more new apps...
Brainfuck
Breakout
Magic 8 Ball
Todo List

Also re-organised the app name part of main.yml

* Fix build?

* fixes

* and some more

* Update Brainfuck.cpp

* i heard you like fixes with your fixes

* no hard coded paths
This commit is contained in:
Shadowtrance
2026-02-20 04:46:54 +10:00
committed by GitHub
parent 1443a29258
commit a75279c96c
29 changed files with 3215 additions and 1 deletions
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cmake_minimum_required(VERSION 3.20)
include($ENV{IDF_PATH}/tools/cmake/project.cmake)
if (DEFINED ENV{TACTILITY_SDK_PATH})
set(TACTILITY_SDK_PATH $ENV{TACTILITY_SDK_PATH})
else()
set(TACTILITY_SDK_PATH "../../release/TactilitySDK")
message(WARNING "⚠️ TACTILITY_SDK_PATH environment variable is not set, defaulting to ${TACTILITY_SDK_PATH}")
endif()
include("${TACTILITY_SDK_PATH}/TactilitySDK.cmake")
set(EXTRA_COMPONENT_DIRS ${TACTILITY_SDK_PATH})
project(Breakout)
tactility_project(Breakout)
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# Breakout
A classic brick-breaking arcade game inspired by Arkanoid, built for Tactility devices. Features power-up capsules, multi-hit bricks, multi-ball action, and responsive scaling across all screen sizes.
## Features
- **8 brick colors** with per-color scoring (50-120 points)
- **Silver bricks** that take multiple hits to break (level 3+)
- **Gold bricks** that are indestructible (level 5+)
- **7 power-up capsules** that drop from destroyed bricks
- **12 handcrafted level patterns** + seeded procedural generation (level 13+)
- **High score** persistence across sessions
- **Sound toggle** with persistent setting
- **Responsive scaling** for all Tactility devices (Cardputer to 800x480+ panels)
- Touch, Trackball and Keyboard input support
## Levels
Each level has a unique brick layout pattern. Colors rotate each level, and Silver/Gold bricks are added as difficulty increases.
```text
Level 1: Full Grid Level 2: Checkerboard Level 3: Diamond
[][][][][][][][] [] [] [] [] [] [][][][][][]
[][][][][][][][] [] [] [] [] [] [][][][]
[][][][][][][][] [] [] [] [] [] [][][][][][]
[][][][][][][][] [] [] [] [] [] [][][][]
Level 4: Stripes Level 5: Pyramid Level 6: Inverted V
[][][][][][][][] [][][][][][][][] []
. [][][][][] . [][][][]
[][][][][][][][] . [][][] . [][][][][][]
. [] . [][][][][][][][]
Level 7: Vert Stripes Level 8: Zigzag Level 9: Blocks
[] [] [] [] [] [][] . [][] . [][] . [][] .
[] [] [] [] [] . [][] . [][] [][] . [][] .
[] [] [] [] [] [][] . [][] . . [][] . [][]
[] [] [] [] [] . [][] . [][] . [][] . [][]
Level 10: Double Diamond Level 11: Border Frame Level 12: Center Cross
[][] [][] [][][][][][][][] [] []
[][][] [][][] [][][][][][]
[][] [][] [][][][][][][][] [] []
[][][] [][][] [][][][][][]
```
After level 12, layouts are **procedurally generated** using a seeded algorithm — the same level number always produces the same layout.
## Power-Up Capsules
Capsules drop from destroyed bricks (~15% chance) and fall toward the paddle. Catch them to activate!
```text
Capsule drops from brick: Catch with paddle:
[brick] |C|
|C| =============
|C| ^^^paddle^^^
|C|
v
=============
```
| Capsule | Color | Letter | Effect |
|---------|-------|--------|--------|
| Laser | `Red` | **L** | Paddle auto-fires lasers upward, destroying bricks on contact |
| Extend | `Blue` | **E** | Paddle width increases by 50% |
| Catch | `Green` | **C** | Ball sticks to paddle on contact, auto-releases after 3 seconds |
| Slow | `Orange` | **S** | Ball speed reduced to 60%, gradually recovers over 5 seconds |
| BreakOut | `Pink` | **B** | Opens exit on right wall — move paddle to exit for +10,000 pts |
| Split | `Cyan` | **D** | Splits ball into 3! Life lost only when ALL balls are gone |
| Extra Life | `Grey` | **+** | +1 life (rarest drop) |
Power-ups reset on life lost or level clear. No capsules drop while multiple balls are active.
## Brick Types
```text
Normal bricks: Silver bricks: Gold bricks:
+-----------+ +===========+ +###########+
| colored | | multi-hit | | unbreakable|
+-----------+ +===========+ +###########+
1 hit, gone 2-3 hits indestructible
50-120 pts 50 x level bounces ball
```
| Type | Appears | Hits | Score | Visual |
|------|---------|------|-------|--------|
| Normal | All levels | 1 | 50-120 (by color) | Colored, no border |
| Silver | Level 3+ | 2 (lvl 3-6), 3 (lvl 7+) | 50 x level | Grey with white border, darkens on hit |
| Gold | Level 5+ | Indestructible | - | Amber with gold border |
## Scoring
| Source | Points |
|--------|--------|
| Purple brick | 50 |
| Orange brick | 60 |
| Cyan brick | 70 |
| Green brick | 80 |
| Red brick | 90 |
| Blue brick | 100 |
| Pink brick | 110 |
| Yellow brick | 120 |
| Silver brick | 50 x level |
| BreakOut exit | 10,000 |
Ball speed increases by +0.15 for every 5 bricks destroyed, and +0.3 per level.
## Controls
**Touchscreen:** Touch/drag to move paddle, tap to launch ball or release caught ball
**Trackball:** Move trackball left and right to move paddle, press to launch ball or release caught ball
**Keyboard:**
| Key | Action |
|-----|--------|
| `LEFT` / `a` / `,` | Move paddle left |
| `RIGHT` / `d` / `/` | Move paddle right |
| `SPACE` / `ENTER` | Launch ball / release caught ball / pause |
**Toolbar:** Pause button and sound toggle button
## Requirements
- Tactility SDK 0.7.0-dev
- ESP32, ESP32-S3, ESP32-C6, or ESP32-P4
## Building
```bash
python tactility.py build
# or build + install + run:
python tactility.py bir <device-ip>
```
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file(GLOB_RECURSE SOURCE_FILES Source/*.c*)
file(GLOB_RECURSE SFX_ENGINE_FILES ../../../Libraries/SfxEngine/Source/*.c*)
idf_component_register(
SRCS ${SOURCE_FILES} ${SFX_ENGINE_FILES}
# Library headers must be included directly,
# because all regular dependencies get stripped by elf_loader's cmake script
INCLUDE_DIRS ../../../Libraries/TactilityCpp/Include ../../../Libraries/SfxEngine/Include
REQUIRES TactilitySDK
)
File diff suppressed because it is too large Load Diff
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/**
* @file Breakout.h
* @brief Breakout arcade game for Tactility
*/
#pragma once
#include <tt_app.h>
#include <lvgl.h>
#include <TactilityCpp/App.h>
class SfxEngine;
enum class GameState { Ready, Playing, Paused, GameOver };
enum class BrickType : uint8_t { Normal, Silver, Gold };
enum class PowerUpType : uint8_t { Laser, Extend, Catch, Slow, BreakOut, Split, ExtraLife };
static constexpr int TICK_MS = 25;
static constexpr int MAX_COLS = 12;
static constexpr int MAX_ROWS = 5;
static constexpr int MAX_BRICKS = MAX_COLS * MAX_ROWS;
static constexpr int INITIAL_LIVES = 10;
static constexpr int MAX_CAPSULES = 4;
static constexpr int MAX_BALLS = 3;
static constexpr int MAX_LASERS = 2;
// Per-color scoring (Purple=50 through Yellow=120)
static constexpr int COLOR_SCORES[] = { 50, 60, 70, 80, 90, 100, 110, 120 };
struct Capsule {
float x, y;
PowerUpType type;
bool active;
};
struct BallState {
float x, y, vx, vy;
bool active;
lv_obj_t* obj;
};
struct Laser {
float x, y;
bool active;
lv_obj_t* obj;
};
class Breakout final : public App {
private:
// UI pointers (nulled in onHide)
lv_obj_t* gameArea = nullptr;
lv_obj_t* paddle = nullptr;
lv_obj_t* bricks[MAX_BRICKS] = {};
lv_obj_t* scoreLabel = nullptr;
lv_obj_t* livesLabel = nullptr;
lv_obj_t* messageLabel = nullptr;
lv_timer_t* gameTimer = nullptr;
lv_obj_t* soundBtnIcon = nullptr;
// Capsule UI
lv_obj_t* capsuleObjs[MAX_CAPSULES] = {};
lv_obj_t* capsuleLabels[MAX_CAPSULES] = {};
// Laser UI
Laser lasers[MAX_LASERS] = {};
// BreakOut exit
lv_obj_t* exitIndicator = nullptr;
// Sfx
SfxEngine* sfxEngine = nullptr;
// Game state (persists across hide/show)
GameState state = GameState::Ready;
int score = 0;
int lives = INITIAL_LIVES;
int level = 1;
int bricksRemaining = 0;
int destroyedCount = 0;
bool brickAlive[MAX_BRICKS] = {};
BrickType brickType[MAX_BRICKS] = {};
int brickHits[MAX_BRICKS] = {};
int brickColorIndex[MAX_BRICKS] = {};
bool needsInit = true;
// Multi-ball
BallState balls[MAX_BALLS] = {};
int activeBallCount = 1;
// Capsules
Capsule capsules[MAX_CAPSULES] = {};
int capsuleW = 0, capsuleH = 0;
float capsuleFallSpeed = 0;
// Power-up state
bool catchActive = false;
int catchBallIndex = -1;
float catchOffsetX = 0;
int catchAutoReleaseTicks = 0;
float originalBallSpeed = 0;
int slowRecoveryTicks = 0;
int originalPaddleW = 0;
bool extendActive = false;
bool laserActive = false;
int laserCooldown = 0;
int laserW = 0, laserH = 0;
float laserSpeed = 0;
bool exitOpen = false;
float baseBallSpeed = 0;
// Paddle
float paddleX = 0;
// Layout dimensions (calculated in onShow)
int areaW = 0, areaH = 0;
int cols = 0, rows = 0;
int brickW = 0, brickH = 0;
int brickGap = 0;
int brickOffsetX = 0, brickOffsetY = 0;
int ballSize = 0;
int paddleW = 0, paddleH = 0;
int paddleYPos = 0;
float ballSpeed = 0;
float paddleSpeed = 0;
// Static callbacks
static void onTick(lv_timer_t* timer);
static void onPressed(lv_event_t* e);
static void onClicked(lv_event_t* e);
static void onKey(lv_event_t* e);
static void onFocused(lv_event_t* e);
static void onPauseClicked(lv_event_t* e);
static void onSoundToggled(lv_event_t* e);
// Game logic
void startGame();
void nextLevel();
void resetBall();
void launchBall();
void update();
void checkLaserBrickCollisions();
void loseLife();
void winLevel();
void createBricks();
void setupLevelPattern();
void refreshBricks();
void updateScoreDisplay();
void updateMessage();
void togglePause();
void updateSoundIcon();
// Capsule system
void spawnCapsule(float x, float y);
void updateCapsules();
void activatePowerUp(PowerUpType type);
void clearPowerUps();
void createCapsuleObjs();
// Multi-ball
void updateBalls();
void splitBalls();
// Laser
void updateLasers();
void fireLaser();
void createLaserObjs();
// BreakOut exit
void openExit();
void closeExit();
// Brick helpers
void hitBrick(int idx);
int scoreBrick(int idx);
public:
void onShow(AppHandle context, lv_obj_t* parent) override;
void onHide(AppHandle context) override;
};
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#include "Breakout.h"
#include <TactilityCpp/App.h>
extern "C" {
int main(int argc, char* argv[]) {
registerApp<Breakout>();
return 0;
}
}
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[manifest]
version=0.1
[target]
sdk=0.7.0-dev
platforms=esp32,esp32s3,esp32c6,esp32p4
[app]
id=one.tactility.breakout
versionName=0.1.0
versionCode=1
name=Breakout
description=Classic brick-breaking arcade game