enemy.c 14 KB

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  1. // enemy.c
  2. #include <game/enemy.h>
  3. #include <stdlib.h>
  4. #include <stdio.h>
  5. #include <math.h>
  6. #define EPSILON 0.1f
  7. static EnemyContext *enemy_context_generic;
  8. // Allocation function
  9. static EnemyContext *enemy_generic_alloc(
  10. const char *id,
  11. int index,
  12. Vector size,
  13. Vector start_position,
  14. Vector end_position,
  15. float move_timer, // Wait duration before moving again
  16. float speed,
  17. float attack_timer,
  18. float strength,
  19. float health)
  20. {
  21. if (!enemy_context_generic)
  22. {
  23. enemy_context_generic = malloc(sizeof(EnemyContext));
  24. }
  25. if (!enemy_context_generic)
  26. {
  27. FURI_LOG_E("Game", "Failed to allocate EnemyContext");
  28. return NULL;
  29. }
  30. snprintf(enemy_context_generic->id, sizeof(enemy_context_generic->id), "%s", id);
  31. enemy_context_generic->index = index;
  32. enemy_context_generic->size = size;
  33. enemy_context_generic->start_position = start_position;
  34. enemy_context_generic->end_position = end_position;
  35. enemy_context_generic->move_timer = move_timer; // Set wait duration
  36. enemy_context_generic->elapsed_move_timer = 0.0f; // Initialize elapsed timer
  37. enemy_context_generic->speed = speed;
  38. enemy_context_generic->attack_timer = attack_timer;
  39. enemy_context_generic->strength = strength;
  40. enemy_context_generic->health = health;
  41. // Initialize other fields as needed
  42. enemy_context_generic->sprite_right = NULL; // Assign appropriate sprite
  43. enemy_context_generic->sprite_left = NULL; // Assign appropriate sprite
  44. enemy_context_generic->direction = ENEMY_RIGHT; // Default direction
  45. enemy_context_generic->state = ENEMY_MOVING_TO_END; // Start in IDLE state
  46. // Set radius based on size, for example, average of size.x and size.y divided by 2
  47. enemy_context_generic->radius = (size.x + size.y) / 4.0f;
  48. return enemy_context_generic;
  49. }
  50. // Free function
  51. static void enemy_generic_free(void *context)
  52. {
  53. if (!context)
  54. {
  55. FURI_LOG_E("Game", "Enemy generic free: Invalid context");
  56. return;
  57. }
  58. free(context);
  59. context = NULL;
  60. if (enemy_context_generic)
  61. {
  62. free(enemy_context_generic);
  63. enemy_context_generic = NULL;
  64. }
  65. }
  66. // Enemy start function
  67. static void enemy_start(Entity *self, GameManager *manager, void *context)
  68. {
  69. UNUSED(manager);
  70. if (!self || !context)
  71. {
  72. FURI_LOG_E("Game", "Enemy start: Invalid parameters");
  73. return;
  74. }
  75. if (!enemy_context_generic)
  76. {
  77. FURI_LOG_E("Game", "Enemy start: Enemy context not set");
  78. return;
  79. }
  80. EnemyContext *enemy_context = (EnemyContext *)context;
  81. // Copy fields from generic context
  82. snprintf(enemy_context->id, sizeof(enemy_context->id), "%s", enemy_context_generic->id);
  83. enemy_context->index = enemy_context_generic->index;
  84. enemy_context->size = enemy_context_generic->size;
  85. enemy_context->start_position = enemy_context_generic->start_position;
  86. enemy_context->end_position = enemy_context_generic->end_position;
  87. enemy_context->move_timer = enemy_context_generic->move_timer;
  88. enemy_context->elapsed_move_timer = enemy_context_generic->elapsed_move_timer;
  89. enemy_context->speed = enemy_context_generic->speed;
  90. enemy_context->attack_timer = enemy_context_generic->attack_timer;
  91. enemy_context->strength = enemy_context_generic->strength;
  92. enemy_context->health = enemy_context_generic->health;
  93. enemy_context->sprite_right = enemy_context_generic->sprite_right;
  94. enemy_context->sprite_left = enemy_context_generic->sprite_left;
  95. enemy_context->direction = enemy_context_generic->direction;
  96. enemy_context->state = enemy_context_generic->state;
  97. enemy_context->radius = enemy_context_generic->radius;
  98. // Set enemy's initial position based on start_position
  99. entity_pos_set(self, enemy_context->start_position);
  100. // Add collision circle based on the enemy's radius
  101. entity_collider_add_circle(self, enemy_context->radius);
  102. }
  103. // Enemy render function
  104. static void enemy_render(Entity *self, GameManager *manager, Canvas *canvas, void *context)
  105. {
  106. UNUSED(manager);
  107. if (!self || !context || !canvas)
  108. return;
  109. EnemyContext *enemy_context = (EnemyContext *)context;
  110. // Get the position of the enemy
  111. Vector pos = entity_pos_get(self);
  112. // Choose sprite based on direction
  113. Sprite *current_sprite = NULL;
  114. if (enemy_context->direction == ENEMY_LEFT)
  115. {
  116. current_sprite = enemy_context->sprite_left;
  117. }
  118. else
  119. {
  120. current_sprite = enemy_context->sprite_right;
  121. }
  122. // Draw enemy sprite relative to camera, centered on the enemy's position
  123. canvas_draw_sprite(
  124. canvas,
  125. current_sprite,
  126. pos.x - camera_x - (enemy_context->size.x / 2),
  127. pos.y - camera_y - (enemy_context->size.y / 2));
  128. }
  129. // Enemy collision function
  130. static void enemy_collision(Entity *self, Entity *other, GameManager *manager, void *context)
  131. {
  132. if (!self || !other || !context)
  133. {
  134. FURI_LOG_E("Game", "Enemy collision: Invalid parameters");
  135. return;
  136. }
  137. // Check if the enemy collided with the player
  138. if (entity_description_get(other) == &player_desc)
  139. {
  140. // Retrieve enemy context
  141. EnemyContext *enemy_context = (EnemyContext *)context;
  142. if (!enemy_context)
  143. {
  144. FURI_LOG_E("Game", "Enemy collision: EnemyContext is NULL");
  145. return;
  146. }
  147. // Get positions of the enemy and the player
  148. Vector enemy_pos = entity_pos_get(self);
  149. Vector player_pos = entity_pos_get(other);
  150. // Determine if the enemy is facing the player
  151. bool is_facing_player = false;
  152. if (enemy_context->direction == ENEMY_LEFT && player_pos.x < enemy_pos.x)
  153. {
  154. is_facing_player = true;
  155. enemy_context->state = ENEMY_ATTACKING;
  156. }
  157. else if (enemy_context->direction == ENEMY_RIGHT && player_pos.x > enemy_pos.x)
  158. {
  159. is_facing_player = true;
  160. enemy_context->state = ENEMY_ATTACKING;
  161. }
  162. // If the enemy is facing the player, perform an attack (log message)
  163. if (is_facing_player)
  164. {
  165. FURI_LOG_I("Game", "Enemy '%s' attacked the player!", enemy_context->id);
  166. // Decrease player health
  167. GameContext *game_context = game_manager_game_context_get(manager);
  168. if (game_context)
  169. {
  170. if (game_context->player_context->health <= 0)
  171. {
  172. FURI_LOG_I("Game", "Player is dead.. resetting player position and health");
  173. game_context->player_context->state = PLAYER_DEAD;
  174. // reset player position and health
  175. entity_pos_set(other, game_context->player_context->start_position);
  176. game_context->player_context->health = 100;
  177. }
  178. else
  179. {
  180. FURI_LOG_I("Game", "Player took %f damage from enemy '%s'", (double)enemy_context->strength, enemy_context->id);
  181. game_context->player_context->health -= enemy_context->strength;
  182. game_context->player_context->state = PLAYER_ATTACKED;
  183. }
  184. }
  185. else
  186. {
  187. FURI_LOG_E("Game", "Enemy collision: Failed to get GameContext");
  188. }
  189. }
  190. // Reset enemy's position and state
  191. entity_pos_set(self, enemy_context->start_position);
  192. enemy_context->state = ENEMY_IDLE;
  193. enemy_context->elapsed_move_timer = 0.0f;
  194. FURI_LOG_D("Game", "Enemy '%s' reset to start position after collision", enemy_context->id);
  195. }
  196. }
  197. // Enemy update function
  198. static void enemy_update(Entity *self, GameManager *manager, void *context)
  199. {
  200. if (!self || !context || !manager)
  201. return;
  202. EnemyContext *enemy_context = (EnemyContext *)context;
  203. GameContext *game_context = game_manager_game_context_get(manager);
  204. if (!game_context)
  205. {
  206. FURI_LOG_E("Game", "Enemy update: Failed to get GameContext");
  207. return;
  208. }
  209. float delta_time = 1.0f / game_context->fps;
  210. switch (enemy_context->state)
  211. {
  212. case ENEMY_IDLE:
  213. // Increment the elapsed_move_timer
  214. enemy_context->elapsed_move_timer += delta_time;
  215. // Check if it's time to move again
  216. if (enemy_context->elapsed_move_timer >= enemy_context->move_timer)
  217. {
  218. // Determine the next state based on the current position
  219. Vector current_pos = entity_pos_get(self);
  220. if (fabs(current_pos.x - enemy_context->start_position.x) < (double)EPSILON &&
  221. fabs(current_pos.y - enemy_context->start_position.y) < (double)EPSILON)
  222. {
  223. enemy_context->state = ENEMY_MOVING_TO_END;
  224. }
  225. else
  226. {
  227. enemy_context->state = ENEMY_MOVING_TO_START;
  228. }
  229. enemy_context->elapsed_move_timer = 0.0f;
  230. FURI_LOG_D("Game", "Enemy %s transitioning to state %d", enemy_context->id, enemy_context->state);
  231. }
  232. break;
  233. case ENEMY_MOVING_TO_END:
  234. case ENEMY_MOVING_TO_START:
  235. {
  236. // Determine the target position based on the current state
  237. Vector target_position = (enemy_context->state == ENEMY_MOVING_TO_END) ? enemy_context->end_position : enemy_context->start_position;
  238. // Get current position
  239. Vector current_pos = entity_pos_get(self);
  240. Vector direction_vector = {0, 0};
  241. // Calculate direction towards the target
  242. if (current_pos.x < target_position.x)
  243. {
  244. direction_vector.x = 1.0f;
  245. enemy_context->direction = ENEMY_RIGHT;
  246. }
  247. else if (current_pos.x > target_position.x)
  248. {
  249. direction_vector.x = -1.0f;
  250. enemy_context->direction = ENEMY_LEFT;
  251. }
  252. if (current_pos.y < target_position.y)
  253. {
  254. direction_vector.y = 1.0f;
  255. enemy_context->direction = ENEMY_DOWN;
  256. }
  257. else if (current_pos.y > target_position.y)
  258. {
  259. direction_vector.y = -1.0f;
  260. enemy_context->direction = ENEMY_UP;
  261. }
  262. // Normalize direction vector
  263. float length = sqrt(direction_vector.x * direction_vector.x + direction_vector.y * direction_vector.y);
  264. if (length != 0)
  265. {
  266. direction_vector.x /= length;
  267. direction_vector.y /= length;
  268. }
  269. // Update position based on direction and speed
  270. Vector new_pos = current_pos;
  271. new_pos.x += direction_vector.x * enemy_context->speed * delta_time;
  272. new_pos.y += direction_vector.y * enemy_context->speed * delta_time;
  273. // Clamp the position to the target to prevent overshooting
  274. if ((direction_vector.x > 0.0f && new_pos.x > target_position.x) ||
  275. (direction_vector.x < 0.0f && new_pos.x < target_position.x))
  276. {
  277. new_pos.x = target_position.x;
  278. }
  279. if ((direction_vector.y > 0.0f && new_pos.y > target_position.y) ||
  280. (direction_vector.y < 0.0f && new_pos.y < target_position.y))
  281. {
  282. new_pos.y = target_position.y;
  283. }
  284. entity_pos_set(self, new_pos);
  285. // Check if the enemy has reached or surpassed the target_position
  286. bool reached_x = fabs(new_pos.x - target_position.x) < (double)EPSILON;
  287. bool reached_y = fabs(new_pos.y - target_position.y) < (double)EPSILON;
  288. // If reached the target position on both axes, transition to IDLE
  289. if (reached_x && reached_y)
  290. {
  291. enemy_context->state = ENEMY_IDLE;
  292. enemy_context->elapsed_move_timer = 0.0f;
  293. FURI_LOG_D("Game", "Enemy %s reached target and transitioning to IDLE", enemy_context->id);
  294. }
  295. }
  296. break;
  297. default:
  298. FURI_LOG_E("Game", "Enemy update: Unknown state %d", enemy_context->state);
  299. break;
  300. }
  301. }
  302. // Free function for the entity
  303. static void enemy_free(Entity *self, GameManager *manager, void *context)
  304. {
  305. UNUSED(self);
  306. UNUSED(manager);
  307. enemy_generic_free(context);
  308. }
  309. // Enemy behavior structure
  310. static const EntityDescription _generic_enemy = {
  311. .start = enemy_start,
  312. .stop = enemy_free,
  313. .update = enemy_update,
  314. .render = enemy_render,
  315. .collision = enemy_collision,
  316. .event = NULL,
  317. .context_size = sizeof(EnemyContext),
  318. };
  319. // Enemy function to return the entity description
  320. const EntityDescription *enemy(
  321. GameManager *manager,
  322. const char *id,
  323. int index,
  324. Vector size,
  325. Vector start_position,
  326. Vector end_position,
  327. float move_timer, // Wait duration before moving again
  328. float speed,
  329. float attack_timer,
  330. float strength,
  331. float health)
  332. {
  333. // Allocate a new EnemyContext with provided parameters
  334. enemy_context_generic = enemy_generic_alloc(
  335. id,
  336. index,
  337. size,
  338. start_position,
  339. end_position,
  340. move_timer, // Set wait duration
  341. speed,
  342. attack_timer,
  343. strength,
  344. health);
  345. if (!enemy_context_generic)
  346. {
  347. FURI_LOG_E("Game", "Failed to allocate EnemyContext");
  348. return NULL;
  349. }
  350. char right_edited[64];
  351. char left_edited[64];
  352. snprintf(right_edited, sizeof(right_edited), "%s_right.fxbm", id);
  353. snprintf(left_edited, sizeof(left_edited), "%s_left.fxbm", id);
  354. enemy_context_generic->sprite_right = game_manager_sprite_load(manager, right_edited);
  355. enemy_context_generic->sprite_left = game_manager_sprite_load(manager, left_edited);
  356. // Set initial direction based on start and end positions
  357. if (start_position.x < end_position.x)
  358. {
  359. enemy_context_generic->direction = ENEMY_RIGHT;
  360. }
  361. else
  362. {
  363. enemy_context_generic->direction = ENEMY_LEFT;
  364. }
  365. // Set initial state based on movement
  366. if (start_position.x != end_position.x || start_position.y != end_position.y)
  367. {
  368. enemy_context_generic->state = ENEMY_MOVING_TO_END;
  369. }
  370. else
  371. {
  372. enemy_context_generic->state = ENEMY_IDLE;
  373. }
  374. return &_generic_enemy;
  375. }