#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) { for (int i = 0; i < MAX_WORLD_OBJECTS; i++) { // 1) Get data array item char *data = get_json_array_value("json_data", i, json_data); if (!data) { // Means we've reached the end of the array break; } // 2) Extract all required fields 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); // 3) Check for any NULL pointers 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; } // 4) Get the IconContext IconContext *icon_context = get_icon_context(icon); if (!icon_context) { FURI_LOG_E("Game", "Failed Icon: %s", icon); free(data); free(icon); free(x); free(y); free(amount); free(horizontal); level_clear(level); return false; } // 5) Decide how many icons to spawn int count = atoi(amount); if (count < 2) { // Just one icon spawn_icon( level, icon_context->icon, atoi(x), atoi(y), icon_context->width, icon_context->height); } else { // Spawn multiple in a line bool is_horizontal = (strcmp(horizontal, "true") == 0); spawn_icon_line( level, icon_context->icon, atoi(x), atoi(y), icon_context->width, icon_context->height, count, is_horizontal); } // 6) Cleanup free(data); free(icon); free(x); free(y); free(amount); free(horizontal); free(icon_context); } return true; } bool draw_json_world_furi(Level *level, FuriString *json_data) { for (int i = 0; i < MAX_WORLD_OBJECTS; i++) { // 1) Get data array item as FuriString FuriString *data = get_json_array_value_furi("json_data", i, json_data); if (!data) { // Means we've reached the end of the array break; } // 2) Extract all required fields 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); // 3) Check for any NULL pointers 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; } // 4) Get the IconContext from a FuriString IconContext *icon_context = get_icon_context_furi(icon); if (!icon_context) { FURI_LOG_E("Game", "Failed Icon: %s", furi_string_get_cstr(icon)); furi_string_free(data); furi_string_free(icon); furi_string_free(x); furi_string_free(y); furi_string_free(amount); furi_string_free(horizontal); level_clear(level); return false; } // 5) Decide how many icons to spawn int count = atoi(furi_string_get_cstr(amount)); if (count < 2) { // Just one icon spawn_icon( level, icon_context->icon, atoi(furi_string_get_cstr(x)), atoi(furi_string_get_cstr(y)), icon_context->width, icon_context->height); } else { // Spawn multiple in a line bool is_horizontal = (furi_string_cmp(horizontal, "true") == 0); spawn_icon_line( level, icon_context->icon, atoi(furi_string_get_cstr(x)), atoi(furi_string_get_cstr(y)), icon_context->width, icon_context->height, count, is_horizontal); } // 6) Clean up after every iteration furi_string_free(data); furi_string_free(icon); furi_string_free(x); furi_string_free(y); furi_string_free(amount); furi_string_free(horizontal); free(icon_context); } return true; } void draw_tree_world(Level *level) { IconContext *tree_icon = get_icon_context("tree"); if (!tree_icon) { FURI_LOG_E("Game", "Failed to get tree icon context"); return; } // Spawn two full left/up tree lines for (int i = 0; i < 2; i++) { // Horizontal line of 22 icons spawn_icon_line(level, tree_icon->icon, 5, 2 + i * 17, tree_icon->width, tree_icon->height, 22, true); // Vertical line of 11 icons spawn_icon_line(level, tree_icon->icon, 5 + i * 17, 2, tree_icon->width, tree_icon->height, 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_icon->icon, 5, 2 + i * 17, tree_icon->width, tree_icon->height, 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_icon->icon, 5 + i * 17, 50, tree_icon->width, tree_icon->height, 8, false); } // Labyrinth lines // Third line (14 left, then a gap, then 3 middle) spawn_icon_line(level, tree_icon->icon, 5, 2 + 2 * 17, tree_icon->width, tree_icon->height, 14, true); spawn_icon_line(level, tree_icon->icon, 5 + 16 * 17, 2 + 2 * 17, tree_icon->width, tree_icon->height, 3, true); // Fourth line (3 left, 6 middle, 4 right) spawn_icon_line(level, tree_icon->icon, 5, 2 + 3 * 17, tree_icon->width, tree_icon->height, 3, true); // 3 left spawn_icon_line(level, tree_icon->icon, 5 + 7 * 17, 2 + 3 * 17, tree_icon->width, tree_icon->height, 6, true); // 6 middle spawn_icon_line(level, tree_icon->icon, 5 + 15 * 17, 2 + 3 * 17, tree_icon->width, tree_icon->height, 4, true); // 4 right // Fifth line (6 left, 7 middle) spawn_icon_line(level, tree_icon->icon, 5, 2 + 4 * 17, tree_icon->width, tree_icon->height, 6, true); spawn_icon_line(level, tree_icon->icon, 5 + 7 * 17, 2 + 4 * 17, tree_icon->width, tree_icon->height, 7, true); // Sixth line (5 left, 3 middle, 7 right) spawn_icon_line(level, tree_icon->icon, 5, 2 + 5 * 17, tree_icon->width, tree_icon->height, 5, true); // 5 left spawn_icon_line(level, tree_icon->icon, 5 + 7 * 17, 2 + 5 * 17, tree_icon->width, tree_icon->height, 3, true); // 3 middle spawn_icon_line(level, tree_icon->icon, 5 + 15 * 17, 2 + 5 * 17, tree_icon->width, tree_icon->height, 7, true); // 7 right // Seventh line (0 left, 7 middle, 4 right) spawn_icon_line(level, tree_icon->icon, 5 + 6 * 17, 2 + 6 * 17, tree_icon->width, tree_icon->height, 7, true); // 7 middle spawn_icon_line(level, tree_icon->icon, 5 + 14 * 17, 2 + 6 * 17, tree_icon->width, tree_icon->height, 4, true); // 4 right // Eighth line (4 left, 3 middle, 4 right) spawn_icon_line(level, tree_icon->icon, 5, 2 + 7 * 17, tree_icon->width, tree_icon->height, 4, true); // 4 left spawn_icon_line(level, tree_icon->icon, 5 + 7 * 17, 2 + 7 * 17, tree_icon->width, tree_icon->height, 3, true); // 3 middle spawn_icon_line(level, tree_icon->icon, 5 + 15 * 17, 2 + 7 * 17, tree_icon->width, tree_icon->height, 4, true); // 4 right // Ninth line (3 left, 1 middle, 3 right) spawn_icon_line(level, tree_icon->icon, 5, 2 + 8 * 17, tree_icon->width, tree_icon->height, 3, true); // 3 left spawn_icon_line(level, tree_icon->icon, 5 + 5 * 17, 2 + 8 * 17, tree_icon->width, tree_icon->height, 1, true); // 1 middle spawn_icon_line(level, tree_icon->icon, 5 + 11 * 17, 2 + 8 * 17, tree_icon->width, tree_icon->height, 3, true); // 3 right free(tree_icon); } void draw_town_world(Level *level) { // define all the icons IconContext *house_icon = get_icon_context("house"); IconContext *fence_icon = get_icon_context("fence"); IconContext *fence_end_icon = get_icon_context("fence_end"); IconContext *plant_icon = get_icon_context("plant"); IconContext *flower_icon = get_icon_context("flower"); IconContext *man_icon = get_icon_context("man"); IconContext *woman_icon = get_icon_context("woman"); IconContext *lake_top_left_icon = get_icon_context("lake_top_left"); IconContext *lake_top_icon = get_icon_context("lake_top"); IconContext *lake_top_right_icon = get_icon_context("lake_top_right"); IconContext *lake_left_icon = get_icon_context("lake_left"); IconContext *lake_right_icon = get_icon_context("lake_right"); IconContext *lake_bottom_left_icon = get_icon_context("lake_bottom_left"); IconContext *lake_bottom_icon = get_icon_context("lake_bottom"); IconContext *lake_bottom_right_icon = get_icon_context("lake_bottom_right"); IconContext *tree_icon = get_icon_context("tree"); // check if any of the icons are NULL if (!house_icon || !fence_icon || !fence_end_icon || !plant_icon || !flower_icon || !man_icon || !woman_icon || !lake_top_left_icon || !lake_top_icon || !lake_top_right_icon || !lake_left_icon || !lake_right_icon || !lake_bottom_left_icon || !lake_bottom_icon || !lake_bottom_right_icon || !tree_icon) { FURI_LOG_E("Game", "Failed to get icon context"); return; } // house-fence group 1 spawn_icon(level, house_icon->icon, 148, 36, house_icon->width, house_icon->height); spawn_icon(level, fence_icon->icon, 148, 72, fence_icon->width, fence_icon->height); spawn_icon(level, fence_icon->icon, 164, 72, fence_icon->width, fence_icon->height); spawn_icon(level, fence_end_icon->icon, 180, 72, fence_end_icon->width, fence_end_icon->height); // house-fence group 4 (the left of group 1) spawn_icon(level, house_icon->icon, 96, 36, house_icon->width, house_icon->height); spawn_icon(level, fence_icon->icon, 96, 72, fence_icon->width, fence_icon->height); spawn_icon(level, fence_icon->icon, 110, 72, fence_icon->width, fence_icon->height); spawn_icon(level, fence_end_icon->icon, 126, 72, fence_end_icon->width, fence_end_icon->height); // house-fence group 5 (the left of group 4) spawn_icon(level, house_icon->icon, 40, 36, house_icon->width, house_icon->height); spawn_icon(level, fence_icon->icon, 40, 72, fence_icon->width, fence_icon->height); spawn_icon(level, fence_icon->icon, 56, 72, fence_icon->width, fence_icon->height); spawn_icon(level, fence_end_icon->icon, 72, 72, fence_end_icon->width, fence_end_icon->height); // line of fences on the 8th row (using spawn_icon_line) spawn_icon_line(level, fence_icon->icon, 8, 100, fence_icon->width, fence_icon->height, 10, true); // plants spaced out underneath the fences spawn_icon_line(level, plant_icon->icon, 40, 110, plant_icon->width, plant_icon->height, 6, true); spawn_icon_line(level, flower_icon->icon, 40, 140, flower_icon->width, flower_icon->height, 6, true); // man and woman spawn_icon(level, man_icon->icon, 156, 110, man_icon->width, man_icon->height); spawn_icon(level, woman_icon->icon, 164, 110, woman_icon->width, woman_icon->height); // lake // Top row spawn_icon(level, lake_top_left_icon->icon, 240, 52, lake_top_left_icon->width, lake_top_left_icon->height); spawn_icon(level, lake_top_icon->icon, 264, 52, lake_top_icon->width, lake_top_icon->height); spawn_icon(level, lake_top_right_icon->icon, 295, 52, lake_top_right_icon->width, lake_top_right_icon->height); // Middle row spawn_icon(level, lake_left_icon->icon, 231, 74, lake_left_icon->width, lake_left_icon->height); spawn_icon(level, lake_right_icon->icon, 317, 74, lake_right_icon->width, lake_right_icon->height); // Bottom row spawn_icon(level, lake_bottom_left_icon->icon, 240, 105, lake_bottom_left_icon->width, lake_bottom_left_icon->height); spawn_icon(level, lake_bottom_icon->icon, 264, 124, lake_bottom_icon->width, lake_bottom_icon->height); spawn_icon(level, lake_bottom_right_icon->icon, 295, 105, lake_bottom_right_icon->width, lake_bottom_right_icon->height); // Spawn two full left/up tree lines for (int i = 0; i < 2; i++) { // Horizontal line of 22 icons spawn_icon_line(level, tree_icon->icon, 5, 2 + i * 17, tree_icon->width, tree_icon->height, 22, true); // Vertical line of 11 icons spawn_icon_line(level, tree_icon->icon, 5 + i * 17, 2, tree_icon->width, tree_icon->height, 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_icon->icon, 5, 2 + i * 17, tree_icon->width, tree_icon->height, 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_icon->icon, 5 + i * 17, 50, tree_icon->width, tree_icon->height, 8, false); } free(house_icon); free(fence_icon); free(fence_end_icon); free(plant_icon); free(flower_icon); free(man_icon); free(woman_icon); free(lake_top_left_icon); free(lake_top_icon); free(lake_top_right_icon); free(lake_left_icon); free(lake_right_icon); free(lake_bottom_left_icon); free(lake_bottom_icon); free(lake_bottom_right_icon); free(tree_icon); } 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/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; } return returned_data; }