#include #include #include void draw_bounds(Canvas *canvas) { // Draw the outer bounds adjusted by camera offset // we draw this last to ensure users can see the bounds canvas_draw_frame(canvas, -camera_x, -camera_y, WORLD_WIDTH, WORLD_HEIGHT); } bool draw_json_world(Level *level, const char *json_data) { int levels_added = 0; for (int i = 0; i < MAX_WORLD_OBJECTS; i++) { char *data = get_json_array_value("json_data", i, json_data); if (!data) { break; } char *icon = get_json_value("icon", data); char *x = get_json_value("x", data); char *y = get_json_value("y", data); char *amount = get_json_value("amount", data); char *horizontal = get_json_value("horizontal", data); if (!icon || !x || !y || !amount || !horizontal) { FURI_LOG_E("Game", "Failed Data: %s", data); // Free everything carefully if (data) free(data); if (icon) free(icon); if (x) free(x); if (y) free(y); if (amount) free(amount); if (horizontal) free(horizontal); level_clear(level); return false; } int count = atoi(amount); if (count < 2) { // Just one icon spawn_icon( level, icon, atoi(x), atoi(y)); } else { bool is_horizontal = (strcmp(horizontal, "true") == 0); spawn_icon_line( level, icon, atoi(x), atoi(y), count, is_horizontal); } free(data); free(icon); free(x); free(y); free(amount); free(horizontal); levels_added++; } return levels_added > 0; } bool draw_json_world_furi(Level *level, FuriString *json_data) { int levels_added = 0; for (int i = 0; i < MAX_WORLD_OBJECTS; i++) { FuriString *data = get_json_array_value_furi("json_data", i, json_data); if (!data) { break; } FuriString *icon = get_json_value_furi("icon", data); FuriString *x = get_json_value_furi("x", data); FuriString *y = get_json_value_furi("y", data); FuriString *amount = get_json_value_furi("amount", data); FuriString *horizontal = get_json_value_furi("horizontal", data); if (!icon || !x || !y || !amount || !horizontal) { FURI_LOG_E("Game", "Failed Data: %s", furi_string_get_cstr(data)); if (data) furi_string_free(data); if (icon) furi_string_free(icon); if (x) furi_string_free(x); if (y) furi_string_free(y); if (amount) furi_string_free(amount); if (horizontal) furi_string_free(horizontal); level_clear(level); return false; } int count = atoi(furi_string_get_cstr(amount)); if (count < 2) { // Just one icon spawn_icon( level, furi_string_get_cstr(icon), atoi(furi_string_get_cstr(x)), atoi(furi_string_get_cstr(y))); } else { bool is_horizontal = (furi_string_cmp(horizontal, "true") == 0); spawn_icon_line( level, furi_string_get_cstr(icon), atoi(furi_string_get_cstr(x)), atoi(furi_string_get_cstr(y)), count, is_horizontal); } furi_string_free(data); furi_string_free(icon); furi_string_free(x); furi_string_free(y); furi_string_free(amount); furi_string_free(horizontal); levels_added++; } return levels_added > 0; } void draw_tree_world(Level *level) { // Spawn two full left/up tree lines for (int i = 0; i < 2; i++) { // Horizontal line of 22 icons spawn_icon_line(level, "tree", 5, 2 + i * 17, 22, true); // Vertical line of 11 icons spawn_icon_line(level, "tree", 5 + i * 17, 2, 11, false); } // Spawn two full down tree lines for (int i = 9; i < 11; i++) { // Horizontal line of 22 icons spawn_icon_line(level, "tree", 5, 2 + i * 17, 22, true); } // Spawn two full right tree lines for (int i = 20; i < 22; i++) { // Vertical line of 8 icons starting further down (y=50) spawn_icon_line(level, "tree", 5 + i * 17, 50, 8, false); } // Labyrinth lines // Third line (14 left, then a gap, then 3 middle) spawn_icon_line(level, "tree", 5, 2 + 2 * 17, 14, true); spawn_icon_line(level, "tree", 5 + 16 * 17, 2 + 2 * 17, 3, true); // Fourth line (3 left, 6 middle, 4 right) spawn_icon_line(level, "tree", 5, 2 + 3 * 17, 3, true); // 3 left spawn_icon_line(level, "tree", 5 + 7 * 17, 2 + 3 * 17, 6, true); // 6 middle spawn_icon_line(level, "tree", 5 + 15 * 17, 2 + 3 * 17, 4, true); // 4 right // Fifth line (6 left, 7 middle) spawn_icon_line(level, "tree", 5, 2 + 4 * 17, 6, true); spawn_icon_line(level, "tree", 5 + 7 * 17, 2 + 4 * 17, 7, true); // Sixth line (5 left, 3 middle, 7 right) spawn_icon_line(level, "tree", 5, 2 + 5 * 17, 5, true); // 5 left spawn_icon_line(level, "tree", 5 + 7 * 17, 2 + 5 * 17, 3, true); // 3 middle spawn_icon_line(level, "tree", 5 + 15 * 17, 2 + 5 * 17, 7, true); // 7 right // Seventh line (0 left, 7 middle, 4 right) spawn_icon_line(level, "tree", 5 + 6 * 17, 2 + 6 * 17, 7, true); // 7 middle spawn_icon_line(level, "tree", 5 + 14 * 17, 2 + 6 * 17, 4, true); // 4 right // Eighth line (4 left, 3 middle, 4 right) spawn_icon_line(level, "tree", 5, 2 + 7 * 17, 4, true); // 4 left spawn_icon_line(level, "tree", 5 + 7 * 17, 2 + 7 * 17, 3, true); // 3 middle spawn_icon_line(level, "tree", 5 + 15 * 17, 2 + 7 * 17, 4, true); // 4 right // Ninth line (3 left, 1 middle, 3 right) spawn_icon_line(level, "tree", 5, 2 + 8 * 17, 3, true); // 3 left spawn_icon_line(level, "tree", 5 + 5 * 17, 2 + 8 * 17, 1, true); // 1 middle spawn_icon_line(level, "tree", 5 + 11 * 17, 2 + 8 * 17, 3, true); // 3 right } void draw_town_world(Level *level) { // house-fence group 1 spawn_icon(level, "house", 164, 40); spawn_icon(level, "fence", 148, 64); spawn_icon(level, "fence", 164, 64); spawn_icon(level, "fence_end", 180, 64); // house-fence group 4 (the left of group 1) spawn_icon(level, "house", 110, 40); spawn_icon(level, "fence", 96, 64); spawn_icon(level, "fence", 110, 64); spawn_icon(level, "fence_end", 126, 64); // house-fence group 5 (the left of group 4) spawn_icon(level, "house", 56, 40); spawn_icon(level, "fence", 40, 64); spawn_icon(level, "fence", 56, 64); spawn_icon(level, "fence_end", 72, 64); // line of fences on the 8th row (using spawn_icon_line) spawn_icon_line(level, "fence", 8, 96, 10, true); // plants spaced out underneath the fences spawn_icon_line(level, "plant", 40, 110, 6, true); spawn_icon_line(level, "flower", 40, 140, 6, true); // man and woman spawn_icon(level, "man", 156, 110); spawn_icon(level, "woman", 164, 110); // lake // Top row spawn_icon(level, "lake_top_left", 240, 62); spawn_icon(level, "lake_top", 264, 57); spawn_icon(level, "lake_top_right", 295, 62); // Middle row spawn_icon(level, "lake_left", 231, 84); spawn_icon(level, "lake_right", 304, 84); // Bottom row spawn_icon(level, "lake_bottom_left", 240, 115); spawn_icon(level, "lake_bottom", 264, 120); spawn_icon(level, "lake_bottom_right", 295, 115); // Spawn two full left/up tree lines for (int i = 0; i < 2; i++) { // Horizontal line of 22 icons spawn_icon_line(level, "tree", 5, 2 + i * 17, 22, true); // Vertical line of 11 icons spawn_icon_line(level, "tree", 5 + i * 17, 2, 11, false); } // Spawn two full down tree lines for (int i = 9; i < 11; i++) { // Horizontal line of 22 icons spawn_icon_line(level, "tree", 5, 2 + i * 17, 22, true); } // Spawn two full right tree lines for (int i = 20; i < 22; i++) { // Vertical line of 8 icons starting further down (y=50) spawn_icon_line(level, "tree", 5 + i * 17, 50, 8, false); } } FuriString *fetch_world(const char *name) { if (!name) { FURI_LOG_E("Game", "World name is NULL"); return NULL; } if (!app_instance) { // as long as the game is running, app_instance should be non-NULL FURI_LOG_E("Game", "App instance is NULL"); return NULL; } if (!flipper_http_init(flipper_http_rx_callback, app_instance)) { FURI_LOG_E("Game", "Failed to initialize HTTP"); return NULL; } char url[256]; snprintf(url, sizeof(url), "https://www.flipsocial.net/api/world/v2/get/world/%s/", name); snprintf(fhttp.file_path, sizeof(fhttp.file_path), STORAGE_EXT_PATH_PREFIX "/apps_data/flip_world/worlds/%s.json", name); fhttp.save_received_data = true; if (!flipper_http_get_request_with_headers(url, "{\"Content-Type\": \"application/json\"}")) { FURI_LOG_E("Game", "Failed to send HTTP request"); flipper_http_deinit(); return NULL; } fhttp.state = RECEIVING; furi_timer_start(fhttp.get_timeout_timer, TIMEOUT_DURATION_TICKS); while (fhttp.state == RECEIVING && furi_timer_is_running(fhttp.get_timeout_timer) > 0) { // Wait for the request to be received furi_delay_ms(100); } furi_timer_stop(fhttp.get_timeout_timer); if (fhttp.state != IDLE) { FURI_LOG_E("Game", "Failed to receive world data"); flipper_http_deinit(); return NULL; } flipper_http_deinit(); FuriString *returned_data = load_furi_world(name); if (!returned_data) { FURI_LOG_E("Game", "Failed to load world data from file"); return NULL; } if (!separate_world_data((char *)name, returned_data)) { FURI_LOG_E("Game", "Failed to separate world data"); furi_string_free(returned_data); return NULL; } return returned_data; }