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- #include <gui/view_holder.h>
- #include <game/game.h>
- #include <game/storage.h>
- #include <alloc/alloc.h>
- /****** Game ******/
- /*
- Write here the start code for your game, for example: creating a level and so on.
- Game context is allocated (game.context_size) and passed to this function, you can use it to store your game data.
- */
- static void game_start(GameManager *game_manager, void *ctx)
- {
- // Do some initialization here, for example you can load score from storage.
- // For simplicity, we will just set it to 0.
- GameContext *game_context = ctx;
- game_context->fps = atof_(fps_choices_str[fps_index]);
- game_context->player_context = NULL;
- game_context->ended_early = false;
- game_context->current_level = 0;
- game_context->level_count = 0;
- game_context->enemy_count = 0;
- game_context->npc_count = 0;
- // set all levels to NULL
- for (int i = 0; i < MAX_LEVELS; i++)
- game_context->levels[i] = NULL;
- // set all enemies to NULL
- for (int i = 0; i < MAX_ENEMIES; i++)
- game_context->enemies[i] = NULL;
- // set all npcs to NULL
- for (int i = 0; i < MAX_NPCS; i++)
- game_context->npcs[i] = NULL;
- // attempt to allocate all levels
- for (int i = 0; i < MAX_LEVELS; i++)
- {
- if (!allocate_level(game_manager, i))
- {
- if (i == 0)
- {
- game_context->levels[0] = game_manager_add_level(game_manager, training_world());
- game_context->level_count = 1;
- }
- break;
- }
- else
- game_context->level_count++;
- }
- // imu
- game_context->imu = imu_alloc();
- game_context->imu_present = imu_present(game_context->imu);
- }
- static void thanks(Canvas *canvas, void *context)
- {
- UNUSED(context);
- canvas_set_font(canvas, FontPrimary);
- canvas_draw_str(canvas, 35, 8, "Saving game");
- canvas_set_font(canvas, FontSecondary);
- canvas_draw_str(canvas, 0, 50, "Please wait while your");
- canvas_draw_str(canvas, 0, 60, "game is saved.");
- }
- /*
- Write here the stop code for your game, for example, freeing memory, if it was allocated.
- You don't need to free level, sprites or entities, it will be done automatically.
- Also, you don't need to free game_context, it will be done automatically, after this function.
- */
- static void game_stop(void *ctx)
- {
- furi_check(ctx);
- GameContext *game_context = ctx;
- imu_free(game_context->imu);
- game_context->imu = NULL;
- // clear current level early
- if (game_context->levels[game_context->current_level])
- {
- level_clear(game_context->levels[game_context->current_level]);
- }
- if (game_context->player_context)
- {
- if (!game_context->ended_early)
- easy_flipper_dialog(
- "Game Over",
- "Thanks for playing FlipWorld!\nHit BACK then wait for\nthe game to save.");
- else
- easy_flipper_dialog(
- "Game Over", "Ran out of memory so the\ngame ended early.\nHit BACK to exit.");
- ViewPort *view_port = view_port_alloc();
- view_port_draw_callback_set(view_port, thanks, NULL);
- Gui *gui = furi_record_open(RECORD_GUI);
- gui_add_view_port(gui, view_port, GuiLayerFullscreen);
- uint32_t tick_count = furi_get_tick();
- furi_delay_ms(800);
- save_player_context_api(game_context->player_context);
- const uint32_t delay = 2500;
- tick_count = (tick_count + delay) - furi_get_tick();
- if (tick_count <= delay)
- {
- furi_delay_ms(tick_count);
- }
- easy_flipper_dialog("Game Saved", "Hit BACK to exit.");
- flip_world_show_submenu();
- gui_remove_view_port(gui, view_port);
- furi_record_close(RECORD_GUI);
- }
- }
- /*
- Your game configuration, do not rename this variable, but you can change its content here.
- */
- const Game game = {
- .target_fps = 0, // set to 0 because we set this in game_app (callback.c line 22)
- .show_fps = false, // show fps counter on the screen
- .always_backlight = true, // keep display backlight always on
- .start = game_start, // will be called once, when game starts
- .stop = game_stop, // will be called once, when game stops
- .context_size = sizeof(GameContext), // size of game context
- };
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