player.c 7.7 KB

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  1. #include <game/player.h>
  2. #include <game/storage.h>
  3. /****** Entities: Player ******/
  4. static Level *get_next_level(GameManager *manager)
  5. {
  6. Level *current_level = game_manager_current_level_get(manager);
  7. GameContext *game_context = game_manager_game_context_get(manager);
  8. for (int i = 0; i < game_context->level_count; i++)
  9. {
  10. if (game_context->levels[i] == current_level)
  11. {
  12. // check if i+1 is out of bounds, if so, return the first level
  13. game_context->current_level = (i + 1) % game_context->level_count;
  14. return game_context->levels[(i + 1) % game_context->level_count] ? game_context->levels[(i + 1) % game_context->level_count] : game_context->levels[0];
  15. }
  16. }
  17. game_context->current_level = 0;
  18. return game_context->levels[0] ? game_context->levels[0] : game_manager_add_level(manager, generic_level("town_world", 0));
  19. }
  20. void player_spawn(Level *level, GameManager *manager)
  21. {
  22. GameContext *game_context = game_manager_game_context_get(manager);
  23. game_context->players[0] = level_add_entity(level, &player_desc);
  24. // Set player position.
  25. entity_pos_set(game_context->players[0], (Vector){WORLD_WIDTH / 2, WORLD_HEIGHT / 2});
  26. // Add collision box to player entity
  27. // Box is centered in player x and y, and it's size is 10x10
  28. entity_collider_add_rect(game_context->players[0], 10 + PLAYER_COLLISION_HORIZONTAL, 10 + PLAYER_COLLISION_VERTICAL);
  29. // Get player context
  30. PlayerContext *player_context = entity_context_get(game_context->players[0]);
  31. if (!load_player_context(player_context))
  32. {
  33. // Load player sprite
  34. player_context->sprite_right = game_manager_sprite_load(manager, "player_right_naked_10x10px.fxbm");
  35. player_context->sprite_left = game_manager_sprite_load(manager, "player_left_naked_10x10px.fxbm");
  36. player_context->direction = PLAYER_RIGHT; // default direction
  37. player_context->health = 100;
  38. player_context->strength = 10;
  39. player_context->level = 1;
  40. player_context->xp = 0;
  41. player_context->start_position = entity_pos_get(game_context->players[0]);
  42. player_context->attack_timer = 0.5f;
  43. player_context->elapsed_attack_timer = player_context->attack_timer;
  44. player_context->health_regen = 1; // 1 health per second
  45. player_context->elapsed_health_regen = 0;
  46. player_context->max_health = 100 + ((player_context->level - 1) * 10); // 10 health per level
  47. // Set player username
  48. if (!load_char("Flip-Social-Username", player_context->username, 32))
  49. {
  50. snprintf(player_context->username, 32, "Player");
  51. }
  52. game_context->player_context = player_context;
  53. save_player_context(player_context);
  54. return;
  55. }
  56. // Copy loaded player context to player context
  57. game_context->player_context = player_context;
  58. // Load player sprite (we'll add this to the JSON later when players can choose their sprite)
  59. player_context->sprite_right = game_manager_sprite_load(manager, "player_right_naked_10x10px.fxbm");
  60. player_context->sprite_left = game_manager_sprite_load(manager, "player_left_naked_10x10px.fxbm");
  61. // save the player context to storage
  62. save_player_context(player_context);
  63. }
  64. // Modify player_update to track direction
  65. static void player_update(Entity *self, GameManager *manager, void *context)
  66. {
  67. PlayerContext *player = (PlayerContext *)context;
  68. InputState input = game_manager_input_get(manager);
  69. Vector pos = entity_pos_get(self);
  70. GameContext *game_context = game_manager_game_context_get(manager);
  71. // apply health regeneration
  72. player->elapsed_health_regen += 1.0f / game_context->fps;
  73. if (player->elapsed_health_regen >= 1.0f && player->health < player->max_health)
  74. {
  75. player->health += (player->health_regen + player->health > player->max_health) ? player->max_health - player->health : player->health_regen;
  76. player->elapsed_health_regen = 0;
  77. }
  78. // Increment the elapsed_attack_timer for the player
  79. player->elapsed_attack_timer += 1.0f / game_context->fps;
  80. // Store previous direction
  81. int prev_dx = player->dx;
  82. int prev_dy = player->dy;
  83. // Reset movement deltas each frame
  84. player->dx = 0;
  85. player->dy = 0;
  86. // Handle movement input
  87. if (input.held & GameKeyUp)
  88. {
  89. pos.y -= 2;
  90. player->dy = -1;
  91. player->direction = PLAYER_UP;
  92. game_context->user_input = GameKeyUp;
  93. }
  94. if (input.held & GameKeyDown)
  95. {
  96. pos.y += 2;
  97. player->dy = 1;
  98. player->direction = PLAYER_DOWN;
  99. game_context->user_input = GameKeyDown;
  100. }
  101. if (input.held & GameKeyLeft)
  102. {
  103. pos.x -= 2;
  104. player->dx = -1;
  105. player->direction = PLAYER_LEFT;
  106. game_context->user_input = GameKeyLeft;
  107. }
  108. if (input.held & GameKeyRight)
  109. {
  110. pos.x += 2;
  111. player->dx = 1;
  112. player->direction = PLAYER_RIGHT;
  113. game_context->user_input = GameKeyRight;
  114. }
  115. // Clamp the player's position to stay within world bounds
  116. pos.x = CLAMP(pos.x, WORLD_WIDTH - 5, 5);
  117. pos.y = CLAMP(pos.y, WORLD_HEIGHT - 5, 5);
  118. // Update player position
  119. entity_pos_set(self, pos);
  120. // switch levels if holding OK
  121. if (input.held & GameKeyOk)
  122. {
  123. // if all enemies are dead, allow the "OK" button to switch levels
  124. // otherwise the "OK" button will be used to attack
  125. if (game_context->enemy_count == 0)
  126. {
  127. game_manager_next_level_set(manager, get_next_level(manager));
  128. furi_delay_ms(500);
  129. }
  130. else
  131. {
  132. game_context->user_input = GameKeyOk;
  133. furi_delay_ms(100);
  134. }
  135. return;
  136. }
  137. // If the player is not moving, retain the last movement direction
  138. if (player->dx == 0 && player->dy == 0)
  139. {
  140. player->dx = prev_dx;
  141. player->dy = prev_dy;
  142. player->state = PLAYER_IDLE;
  143. game_context->user_input = -1; // reset user input
  144. }
  145. else
  146. {
  147. player->state = PLAYER_MOVING;
  148. }
  149. // Handle back button to stop the game
  150. if (input.pressed & GameKeyBack)
  151. {
  152. game_manager_game_stop(manager);
  153. }
  154. }
  155. static void player_render(Entity *self, GameManager *manager, Canvas *canvas, void *context)
  156. {
  157. // Get player context
  158. UNUSED(manager);
  159. PlayerContext *player = context;
  160. // Get player position
  161. Vector pos = entity_pos_get(self);
  162. // Draw background (updates camera_x and camera_y)
  163. draw_background(canvas, pos);
  164. // Draw player sprite relative to camera, centered on the player's position
  165. canvas_draw_sprite(
  166. canvas,
  167. player->direction == PLAYER_RIGHT ? player->sprite_right : player->sprite_left,
  168. pos.x - camera_x - 5, // Center the sprite horizontally
  169. pos.y - camera_y - 5 // Center the sprite vertically
  170. );
  171. // draw username over player's head
  172. canvas_set_font_custom(canvas, FONT_SIZE_SMALL);
  173. canvas_draw_str(canvas, pos.x - camera_x - (strlen(player->username) * 2), pos.y - camera_y - 7, player->username);
  174. }
  175. const EntityDescription player_desc = {
  176. .start = NULL, // called when entity is added to the level
  177. .stop = NULL, // called when entity is removed from the level
  178. .update = player_update, // called every frame
  179. .render = player_render, // called every frame, after update
  180. .collision = NULL, // called when entity collides with another entity
  181. .event = NULL, // called when entity receives an event
  182. .context_size = sizeof(PlayerContext), // size of entity context, will be automatically allocated and freed
  183. };