| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103 |
- #include <game/game.h>
- #include <game/storage.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;
- // set all levels to NULL
- for (int i = 0; i < MAX_LEVELS; i++)
- {
- game_context->levels[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, generic_level("town_world_v2", 0));
- game_context->level_count = 1;
- break;
- }
- break;
- }
- else
- {
- game_context->level_count++;
- }
- }
- // imu
- game_context->imu = imu_alloc();
- game_context->imu_present = imu_present(game_context->imu);
- }
- /*
- 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)
- {
- if (!ctx)
- {
- FURI_LOG_E("Game", "Invalid game context");
- return;
- }
- GameContext *game_context = ctx;
- if (!game_context)
- {
- FURI_LOG_E("Game", "Game context is NULL");
- return;
- }
- imu_free(game_context->imu);
- game_context->imu = NULL;
- if (game_context->player_context)
- {
- FURI_LOG_I("Game", "Game ending");
- 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.");
- }
- FURI_LOG_I("Game", "Saving player context");
- save_player_context_api(game_context->player_context);
- FURI_LOG_I("Game", "Player context saved");
- easy_flipper_dialog("Game Saved", "Hit BACK to exit.");
- }
- }
- /*
- 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
- };
|