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@@ -0,0 +1,215 @@
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+#include <game/player.h>
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+#include <game/storage.h>
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+/****** Entities: Player ******/
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+
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+static Level *get_next_level(GameManager *manager)
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+{
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+ Level *current_level = game_manager_current_level_get(manager);
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+ GameContext *game_context = game_manager_game_context_get(manager);
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+ for (int i = 0; i < game_context->level_count; i++)
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+ {
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+ if (game_context->levels[i] == current_level)
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+ {
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+ // check if i+1 is out of bounds, if so, return the first level
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+ game_context->current_level = (i + 1) % game_context->level_count;
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+ return game_context->levels[(i + 1) % game_context->level_count] ? game_context->levels[(i + 1) % game_context->level_count] : game_context->levels[0];
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+ }
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+ }
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+ game_context->current_level = 0;
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+ return game_context->levels[0] ? game_context->levels[0] : game_manager_add_level(manager, generic_level("town_world", 0));
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+}
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+
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+void player_spawn(Level *level, GameManager *manager)
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+{
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+ GameContext *game_context = game_manager_game_context_get(manager);
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+ game_context->players[0] = level_add_entity(level, &player_desc);
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+
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+ // Set player position.
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+ entity_pos_set(game_context->players[0], (Vector){WORLD_WIDTH / 2, WORLD_HEIGHT / 2});
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+
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+ // Add collision box to player entity
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+ // Box is centered in player x and y, and it's size is 10x10
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+ entity_collider_add_rect(game_context->players[0], 10 + PLAYER_COLLISION_HORIZONTAL, 10 + PLAYER_COLLISION_VERTICAL);
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+
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+ // Get player context
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+ PlayerContext *player_context = entity_context_get(game_context->players[0]);
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+ PlayerContext *loaded_player_context = load_player_context();
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+
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+ if (!loaded_player_context)
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+ {
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+ // Load player sprite
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+ player_context->sprite_right = game_manager_sprite_load(manager, "player_right.fxbm");
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+ player_context->sprite_left = game_manager_sprite_load(manager, "player_left.fxbm");
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+ player_context->direction = PLAYER_RIGHT; // default direction
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+ player_context->health = 100;
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+ player_context->strength = 10;
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+ player_context->level = 1;
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+ player_context->xp = 0;
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+ player_context->start_position = entity_pos_get(game_context->players[0]);
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+ player_context->attack_timer = 0.5f;
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+ player_context->elapsed_attack_timer = player_context->attack_timer;
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+ player_context->health_regen = 1; // 1 health per second
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+ player_context->elapsed_health_regen = 0;
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+ player_context->max_health = 100 + ((player_context->level - 1) * 10); // 10 health per level
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+
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+ // Set player username
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+ if (!load_char("Flip-Social-Username", player_context->username, 32))
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+ {
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+ snprintf(player_context->username, 32, "Player");
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+ }
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+
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+ game_context->player_context = player_context;
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+ return;
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+ }
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+
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+ // Copy loaded player context to player context
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+ memcpy(player_context, loaded_player_context, sizeof(PlayerContext));
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+ game_context->player_context = player_context;
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+
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+ // Free loaded player context
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+ free(loaded_player_context);
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+
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+ // Load player sprite (we'll add this to the JSON later when players can choose their sprite)
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+ player_context->sprite_right = game_manager_sprite_load(manager, "player_right.fxbm");
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+ player_context->sprite_left = game_manager_sprite_load(manager, "player_left.fxbm");
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+
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+ // save the player context to storage
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+ save_player_context(player_context);
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+}
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+
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+// Modify player_update to track direction
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+static void player_update(Entity *self, GameManager *manager, void *context)
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+{
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+ PlayerContext *player = (PlayerContext *)context;
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+ InputState input = game_manager_input_get(manager);
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+ Vector pos = entity_pos_get(self);
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+ GameContext *game_context = game_manager_game_context_get(manager);
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+
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+ // apply health regeneration
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+ player->elapsed_health_regen += 1.0f / game_context->fps;
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+ if (player->elapsed_health_regen >= 1.0f && player->health < player->max_health)
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+ {
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+ player->health += (player->health_regen + player->health > player->max_health) ? player->max_health - player->health : player->health_regen;
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+ player->elapsed_health_regen = 0;
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+ }
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+
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+ // Increment the elapsed_attack_timer for the player
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+ player->elapsed_attack_timer += 1.0f / game_context->fps;
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+
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+ // Store previous direction
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+ int prev_dx = player->dx;
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+ int prev_dy = player->dy;
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+
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+ // Reset movement deltas each frame
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+ player->dx = 0;
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+ player->dy = 0;
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+
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+ // Handle movement input
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+ if (input.held & GameKeyUp)
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+ {
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+ pos.y -= 2;
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+ player->dy = -1;
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+ player->direction = PLAYER_UP;
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+ game_context->user_input = GameKeyUp;
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+ }
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+ if (input.held & GameKeyDown)
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+ {
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+ pos.y += 2;
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+ player->dy = 1;
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+ player->direction = PLAYER_DOWN;
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+ game_context->user_input = GameKeyDown;
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+ }
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+ if (input.held & GameKeyLeft)
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+ {
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+ pos.x -= 2;
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+ player->dx = -1;
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+ player->direction = PLAYER_LEFT;
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+ game_context->user_input = GameKeyLeft;
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+ }
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+ if (input.held & GameKeyRight)
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+ {
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+ pos.x += 2;
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+ player->dx = 1;
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+ player->direction = PLAYER_RIGHT;
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+ game_context->user_input = GameKeyRight;
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+ }
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+
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+ // Clamp the player's position to stay within world bounds
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+ pos.x = CLAMP(pos.x, WORLD_WIDTH - 5, 5);
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+ pos.y = CLAMP(pos.y, WORLD_HEIGHT - 5, 5);
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+
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+ // Update player position
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+ entity_pos_set(self, pos);
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+
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+ // switch levels if holding OK
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+ if (input.held & GameKeyOk)
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+ {
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+ // if all enemies are dead, allow the "OK" button to switch levels
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+ // otherwise the "OK" button will be used to attack
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+ if (game_context->enemy_count == 0)
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+ {
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+ game_manager_next_level_set(manager, get_next_level(manager));
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+ furi_delay_ms(500);
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+ }
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+ else
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+ {
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+ game_context->user_input = GameKeyOk;
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+ furi_delay_ms(100);
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+ }
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+ return;
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+ }
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+
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+ // If the player is not moving, retain the last movement direction
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+ if (player->dx == 0 && player->dy == 0)
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+ {
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+ player->dx = prev_dx;
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+ player->dy = prev_dy;
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+ player->state = PLAYER_IDLE;
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+ game_context->user_input = -1; // reset user input
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+ }
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+ else
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+ {
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+ player->state = PLAYER_MOVING;
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+ }
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+
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+ // Handle back button to stop the game
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+ if (input.pressed & GameKeyBack)
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+ {
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+ game_manager_game_stop(manager);
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+ }
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+}
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+
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+static void player_render(Entity *self, GameManager *manager, Canvas *canvas, void *context)
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+{
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+ // Get player context
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+ UNUSED(manager);
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+ PlayerContext *player = context;
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+
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+ // Get player position
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+ Vector pos = entity_pos_get(self);
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+
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+ // Draw background (updates camera_x and camera_y)
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+ draw_background(canvas, pos);
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+
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+ // Draw player sprite relative to camera, centered on the player's position
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+ canvas_draw_sprite(
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+ canvas,
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+ player->direction == PLAYER_RIGHT ? player->sprite_right : player->sprite_left,
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+ pos.x - camera_x - 5, // Center the sprite horizontally
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+ pos.y - camera_y - 5 // Center the sprite vertically
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+ );
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+
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+ // draw username over player's head
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+ canvas_set_font_custom(canvas, FONT_SIZE_SMALL);
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+ canvas_draw_str(canvas, pos.x - camera_x - (strlen(player->username) * 2), pos.y - camera_y - 7, player->username);
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+}
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+
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+const EntityDescription player_desc = {
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+ .start = NULL, // called when entity is added to the level
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+ .stop = NULL, // called when entity is removed from the level
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+ .update = player_update, // called every frame
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+ .render = player_render, // called every frame, after update
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+ .collision = NULL, // called when entity collides with another entity
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+ .event = NULL, // called when entity receives an event
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+ .context_size = sizeof(PlayerContext), // size of entity context, will be automatically allocated and freed
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+};
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