/** * @file Snake.cpp * @brief Snake game app implementation for Tactility */ #include "Snake.h" #include #include #include #include #include #include #include constexpr auto* TAG = "Snake"; // Preferences keys for high scores (one per difficulty) static constexpr const char* PREF_NAMESPACE = "Snake"; static constexpr const char* PREF_HIGH_EASY = "high_easy"; static constexpr const char* PREF_HIGH_MED = "high_med"; static constexpr const char* PREF_HIGH_HARD = "high_hard"; static constexpr const char* PREF_HIGH_HELL = "high_hell"; // High scores for each difficulty (loaded from preferences) static int32_t highScoreEasy = 0; static int32_t highScoreMedium = 0; static int32_t highScoreHard = 0; static int32_t highScoreHell = 0; static constexpr size_t DIFFICULTY_COUNT = 4; // Selection dialog indices (0 = How to Play, 1-4 = difficulties) static constexpr int32_t SELECTION_HOW_TO_PLAY = 0; static constexpr int32_t SELECTION_EASY = 1; static constexpr int32_t SELECTION_MEDIUM = 2; static constexpr int32_t SELECTION_HARD = 3; static constexpr int32_t SELECTION_HELL = 4; // Difficulty options (cell sizes - larger = easier) // Hell uses same size as Hard but with wall collision enabled static const uint16_t difficultySizes[DIFFICULTY_COUNT] = { SNAKE_CELL_LARGE, SNAKE_CELL_MEDIUM, SNAKE_CELL_SMALL, SNAKE_CELL_SMALL }; static int getToolbarHeight(UiScale uiScale) { if (uiScale == UiScale::UiScaleSmallest) { return 22; } else { return 40; } } static void loadHighScores() { PreferencesHandle prefs = tt_preferences_alloc(PREF_NAMESPACE); if (prefs) { tt_preferences_opt_int32(prefs, PREF_HIGH_EASY, &highScoreEasy); tt_preferences_opt_int32(prefs, PREF_HIGH_MED, &highScoreMedium); tt_preferences_opt_int32(prefs, PREF_HIGH_HARD, &highScoreHard); tt_preferences_opt_int32(prefs, PREF_HIGH_HELL, &highScoreHell); tt_preferences_free(prefs); } } static void saveHighScore(int32_t difficulty, int32_t score) { PreferencesHandle prefs = tt_preferences_alloc(PREF_NAMESPACE); if (prefs) { switch (difficulty) { case SELECTION_EASY: highScoreEasy = score; tt_preferences_put_int32(prefs, PREF_HIGH_EASY, score); break; case SELECTION_MEDIUM: highScoreMedium = score; tt_preferences_put_int32(prefs, PREF_HIGH_MED, score); break; case SELECTION_HARD: highScoreHard = score; tt_preferences_put_int32(prefs, PREF_HIGH_HARD, score); break; case SELECTION_HELL: highScoreHell = score; tt_preferences_put_int32(prefs, PREF_HIGH_HELL, score); break; } tt_preferences_free(prefs); } } static int32_t getHighScore(int32_t difficulty) { switch (difficulty) { case SELECTION_EASY: return highScoreEasy; case SELECTION_MEDIUM: return highScoreMedium; case SELECTION_HARD: return highScoreHard; case SELECTION_HELL: return highScoreHell; default: return 0; } } void Snake::showHelpDialog() { const char* buttons[] = { "OK" }; helpDialogId = tt_app_alertdialog_start( "How to Play", "Swipe or use arrow keys to change direction.\n" "Eat food to grow longer.\n" "Don't hit yourself!", buttons, 1); } void Snake::showSelectionDialog() { const char* items[] = { "How to Play", "Easy", "Medium", "Hard", "Hell" }; selectionDialogId = tt_app_selectiondialog_start("Snake", 5, items); } void Snake::snakeEventCb(lv_event_t* e) { Snake* self = (Snake*)lv_event_get_user_data(e); lv_obj_t* target = lv_event_get_target_obj(e); lv_event_code_t code = lv_event_get_code(e); if (code == LV_EVENT_VALUE_CHANGED) { if (snake_get_game_over(target)) { int32_t score = snake_get_score(target); int32_t length = snake_get_length(target); int32_t prevHighScore = getHighScore(self->currentDifficulty); bool isNewHighScore = score > prevHighScore; // Save high score if it's a new record if (isNewHighScore) { saveHighScore(self->currentDifficulty, score); } const char* alertDialogLabels[] = { "OK" }; char message[120]; if (isNewHighScore && score > 0) { snprintf(message, sizeof(message), "NEW HIGH SCORE!\n\nSCORE: %" PRId32 "\nLENGTH: %" PRId32, score, length); } else { snprintf(message, sizeof(message), "GAME OVER!\n\nSCORE: %" PRId32 "\nLENGTH: %" PRId32 "\nBEST: %" PRId32, score, length, getHighScore(self->currentDifficulty)); } self->gameOverDialogId = tt_app_alertdialog_start( isNewHighScore && score > 0 ? "NEW HIGH SCORE!" : "GAME OVER!", message, alertDialogLabels, 1); } else { // Update score display lv_label_set_text_fmt(self->scoreLabel, "SCORE: %u", snake_get_score(self->gameObject)); } } } void Snake::newGameBtnEvent(lv_event_t* e) { Snake* self = (Snake*)lv_event_get_user_data(e); if (self == nullptr) { return; } snake_set_new_game(self->gameObject); // Update score label if (self->scoreLabel) { lv_label_set_text_fmt(self->scoreLabel, "SCORE: %u", snake_get_score(self->gameObject)); } } void Snake::createGame(lv_obj_t* parent, uint16_t cell_size, bool wallCollision, lv_obj_t* tb) { lv_obj_remove_flag(parent, LV_OBJ_FLAG_SCROLLABLE); lv_obj_set_flex_flow(parent, LV_FLEX_FLOW_COLUMN); // Create game widget gameObject = snake_create(parent, cell_size, wallCollision); if (!gameObject) { return; } lv_obj_set_size(gameObject, LV_PCT(100), LV_PCT(100)); lv_obj_set_flex_grow(gameObject, 1); // Create score wrapper in toolbar scoreWrapper = lv_obj_create(tb); lv_obj_set_size(scoreWrapper, LV_SIZE_CONTENT, LV_PCT(100)); lv_obj_set_style_pad_top(scoreWrapper, 4, LV_STATE_DEFAULT); lv_obj_set_style_pad_bottom(scoreWrapper, 0, LV_STATE_DEFAULT); lv_obj_set_style_pad_left(scoreWrapper, 0, LV_STATE_DEFAULT); lv_obj_set_style_pad_right(scoreWrapper, 10, LV_STATE_DEFAULT); lv_obj_set_style_pad_row(scoreWrapper, 0, LV_STATE_DEFAULT); lv_obj_set_style_pad_column(scoreWrapper, 0, LV_STATE_DEFAULT); lv_obj_set_style_border_width(scoreWrapper, 0, LV_STATE_DEFAULT); lv_obj_set_style_bg_opa(scoreWrapper, 0, LV_STATE_DEFAULT); lv_obj_remove_flag(scoreWrapper, LV_OBJ_FLAG_SCROLLABLE); // Create score label scoreLabel = lv_label_create(scoreWrapper); lv_label_set_text_fmt(scoreLabel, "SCORE: %u", snake_get_score(gameObject)); lv_obj_set_style_text_align(scoreLabel, LV_TEXT_ALIGN_LEFT, LV_STATE_DEFAULT); lv_obj_align(scoreLabel, LV_ALIGN_CENTER, 0, 0); lv_obj_set_size(scoreLabel, LV_SIZE_CONTENT, LV_SIZE_CONTENT); lv_obj_set_style_text_font(scoreLabel, lv_font_get_default(), 0); lv_obj_set_style_text_color(scoreLabel, lv_palette_main(LV_PALETTE_GREEN), LV_PART_MAIN); lv_obj_add_event_cb(gameObject, snakeEventCb, LV_EVENT_VALUE_CHANGED, this); // Create new game button wrapper newGameWrapper = lv_obj_create(tb); lv_obj_set_width(newGameWrapper, LV_SIZE_CONTENT); lv_obj_set_flex_flow(newGameWrapper, LV_FLEX_FLOW_ROW); lv_obj_set_style_pad_all(newGameWrapper, 2, LV_STATE_DEFAULT); lv_obj_set_style_border_width(newGameWrapper, 0, LV_STATE_DEFAULT); lv_obj_set_style_bg_opa(newGameWrapper, 0, LV_STATE_DEFAULT); // Create new game button auto ui_scale = tt_hal_configuration_get_ui_scale(); auto toolbar_height = getToolbarHeight(ui_scale); lv_obj_t* newGameBtn = lv_btn_create(newGameWrapper); if (ui_scale == UiScale::UiScaleSmallest) { lv_obj_set_size(newGameBtn, toolbar_height - 8, toolbar_height - 8); } else { lv_obj_set_size(newGameBtn, toolbar_height - 6, toolbar_height - 6); } lv_obj_set_style_pad_all(newGameBtn, 0, LV_STATE_DEFAULT); lv_obj_align(newGameBtn, LV_ALIGN_CENTER, 0, 0); lv_obj_add_event_cb(newGameBtn, newGameBtnEvent, LV_EVENT_CLICKED, this); lv_obj_t* btnIcon = lv_image_create(newGameBtn); lv_image_set_src(btnIcon, LV_SYMBOL_REFRESH); lv_obj_align(btnIcon, LV_ALIGN_CENTER, 0, 0); } void Snake::onHide(AppHandle appHandle) { scoreLabel = nullptr; scoreWrapper = nullptr; toolbar = nullptr; mainWrapper = nullptr; newGameWrapper = nullptr; gameObject = nullptr; } void Snake::onShow(AppHandle appHandle, lv_obj_t* parent) { // Check if we should exit (user closed selection dialog) if (shouldExit) { shouldExit = false; tt_app_stop(); return; } lv_obj_remove_flag(parent, LV_OBJ_FLAG_SCROLLABLE); lv_obj_set_flex_flow(parent, LV_FLEX_FLOW_COLUMN); // Create toolbar toolbar = tt_lvgl_toolbar_create_for_app(parent, appHandle); lv_obj_align(toolbar, LV_ALIGN_TOP_MID, 0, 0); // Create main wrapper mainWrapper = lv_obj_create(parent); lv_obj_set_width(mainWrapper, LV_PCT(100)); lv_obj_set_flex_grow(mainWrapper, 1); lv_obj_set_style_pad_all(mainWrapper, 2, LV_PART_MAIN); lv_obj_set_style_pad_row(mainWrapper, 2, LV_PART_MAIN); lv_obj_set_style_pad_column(mainWrapper, 2, LV_PART_MAIN); lv_obj_set_style_border_width(mainWrapper, 0, LV_PART_MAIN); lv_obj_remove_flag(mainWrapper, LV_OBJ_FLAG_SCROLLABLE); // Load high scores on first show if (!highScoresLoaded) { loadHighScores(); highScoresLoaded = true; } // Check if we need to show the help dialog if (showHelpOnShow) { showHelpOnShow = false; showHelpDialog(); // Check if we have a pending difficulty selection from onResult } else if (pendingSelection >= SELECTION_EASY && pendingSelection <= SELECTION_HELL) { // Force layout update before creating game so dimensions are computed lv_obj_update_layout(parent); // Track which difficulty we're playing for high score saving currentDifficulty = pendingSelection; // Start game with selected difficulty (convert selection index to difficulty index) int32_t difficultyIndex = pendingSelection - SELECTION_EASY; // Hell mode enables wall collision (hitting walls = game over) bool wallCollision = (pendingSelection == SELECTION_HELL); createGame(mainWrapper, difficultySizes[difficultyIndex], wallCollision, toolbar); pendingSelection = -1; } else { // Show selection dialog showSelectionDialog(); } } void Snake::onResult(AppHandle appHandle, void* _Nullable data, AppLaunchId launchId, AppResult result, BundleHandle resultData) { // Don't manipulate LVGL objects here - they may be invalid // Just store state for onShow to handle if (launchId == selectionDialogId && selectionDialogId != 0) { selectionDialogId = 0; int32_t selection = -1; if (resultData != nullptr) { selection = tt_app_selectiondialog_get_result_index(resultData); } if (selection == SELECTION_HOW_TO_PLAY) { // Mark to show help dialog in onShow showHelpOnShow = true; } else if (selection >= SELECTION_EASY && selection <= SELECTION_HELL) { // Store selection for onShow to handle pendingSelection = selection; } else { // User closed dialog without selecting - mark for exit shouldExit = true; } } else if (launchId == helpDialogId && helpDialogId != 0) { helpDialogId = 0; // Return to selection dialog pendingSelection = -1; } else if (launchId == gameOverDialogId && gameOverDialogId != 0) { gameOverDialogId = 0; // Mark to show selection dialog in onShow pendingSelection = -1; } }