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- // Air Labyrinth -- by @CodeAllNight (https://youtube.com/@MrDerekJamison/about)
- //
- // v0.1 - Initial release (d-pad and tilt controls for player movement)
- //
- /*
- This game was made based on the [air_arkanoid]
- (https://github.com/flipperdevices/flipperzero-good-faps/tree/dev/air_arkanoid) and
- [flipperzero-game-engine-example](https://github.com/flipperdevices/flipperzero-game-engine-example)
- projects. Thanks to the authors of these projects for the inspiration and the code.
- */
- #include "game.h"
- #include "walls.h"
- #define MOTION_X 1
- #define MOTION_Y 1
- /****** Entities: Player ******/
- typedef struct {
- Vector trajectory; // Direction player would like to move.
- float radius; // collision radius
- int8_t dx; // x direction
- int8_t dy; // y direction
- Sprite* sprite; // player sprite
- } PlayerContext;
- // Forward declaration of player_desc, because it's used in player_spawn function.
- static const EntityDescription player_desc;
- static void player_spawn(Level* level, GameManager* manager) {
- Entity* player = level_add_entity(level, &player_desc);
- // Set player position.
- // Depends on your game logic, it can be done in start entity function, but also can be done here.
- entity_pos_set(player, (Vector){64, 28});
- entity_collider_add_rect(player, 3, 2);
- // Get player context
- PlayerContext* player_context = entity_context_get(player);
- // Load player sprite
- player_context->sprite = game_manager_sprite_load(manager, "player.fxbm");
- player_context->dx = 0;
- player_context->dy = 0;
- player_context->radius = 5;
- player_context->trajectory = (Vector){0, 0};
- }
- static float player_x_from_pitch(float pitch) {
- if(pitch > 9.0) {
- return 1.0f;
- } else if(pitch < -9.0) {
- return -1.0f;
- }
- return 0;
- }
- static float player_y_from_roll(float roll) {
- if(roll > 5.0) {
- return 0.7f;
- } else if(roll < -20.0) {
- return -0.7f;
- }
- return 0;
- }
- static void player_update(Entity* self, GameManager* manager, void* context) {
- // Get player context
- PlayerContext* player = context;
- player->dx = 0;
- player->dy = 0;
- GameContext* game_context = game_manager_game_context_get(manager);
- if(game_context->imu_present) {
- FURI_LOG_D(
- "Player",
- "pitch:%f roll:%f yaw:%f",
- (double)imu_pitch_get(game_context->imu),
- (double)imu_roll_get(game_context->imu),
- (double)imu_yaw_get(game_context->imu));
- player->trajectory = vector_add(
- player->trajectory,
- ((Vector){
- player_x_from_pitch(-imu_pitch_get(game_context->imu)),
- player_y_from_roll(-imu_roll_get(game_context->imu))}));
- }
- // Get game input
- InputState input = game_manager_input_get(manager);
- // Control player movement
- if(input.held & GameKeyUp) {
- player->trajectory = vector_add(player->trajectory, ((Vector){0, -0.8}));
- }
- if(input.held & GameKeyDown) {
- player->trajectory = vector_add(player->trajectory, ((Vector){0, +0.8}));
- }
- if(input.held & GameKeyLeft) {
- player->trajectory = vector_add(player->trajectory, ((Vector){-0.8, 0}));
- }
- if(input.held & GameKeyRight) {
- player->trajectory = vector_add(player->trajectory, ((Vector){0.8, 0}));
- }
- // Get player position
- Vector pos = entity_pos_get(self);
- if(player->trajectory.x >= 1.0) {
- player->dx = MOTION_X;
- player->trajectory.x = 0;
- pos.x += player->dx;
- } else if(player->trajectory.x <= -1.0) {
- player->dx = -MOTION_X;
- player->trajectory.x = 0;
- pos.x += player->dx;
- }
- if(player->trajectory.y >= 1.0) {
- player->dy = MOTION_Y;
- player->trajectory.y = 0;
- pos.y += player->dy;
- } else if(player->trajectory.y <= -1.0) {
- player->dy = -MOTION_Y;
- player->trajectory.y = 0;
- pos.y += player->dy;
- }
- // Clamp player position to screen bounds, considering player sprite size (10x10)
- pos.x = CLAMP(pos.x, 126, 3);
- pos.y = CLAMP(pos.y, 62, 2);
- // Set new player position
- entity_pos_set(self, pos);
- // Control game exit
- if(input.pressed & GameKeyBack) {
- game_manager_game_stop(manager);
- }
- }
- static void player_render(Entity* self, GameManager* manager, Canvas* canvas, void* context) {
- // Get player context
- PlayerContext* player = context;
- // Get player position
- Vector pos = entity_pos_get(self);
- // Draw player sprite
- // We subtract 5 from x and y, because collision box is 10x10, and we want to center sprite in it.
- //canvas_draw_sprite(canvas, player->sprite, pos.x - 5, pos.y - 5);
- // Collision box is 2x2 but image is 10x10.
- canvas_draw_sprite(canvas, player->sprite, pos.x - 5, pos.y - 5);
- // Get game context
- GameContext* game_context = game_manager_game_context_get(manager);
- // Draw score
- // canvas_printf(canvas, 80, 57, "Score: %lu", game_context->score);
- UNUSED(game_context);
- canvas_draw_str(canvas, 20, 6, "@codeallnight - ver 0.1");
- canvas_draw_str(canvas, 10, 61, "video game module demo");
- }
- static const EntityDescription player_desc = {
- .start = NULL, // called when entity is added to the level
- .stop = NULL, // called when entity is removed from the level
- .update = player_update, // called every frame
- .render = player_render, // called every frame, after update
- .collision = NULL, // called when entity collides with another entity
- .event = NULL, // called when entity receives an event
- .context_size =
- sizeof(PlayerContext), // size of entity context, will be automatically allocated and freed
- };
- /****** Entities: Wall ******/
- static void wall_start(Entity* self, GameManager* manager, void* context);
- typedef struct {
- float width;
- float height;
- } WallContext;
- static void wall_render(Entity* self, GameManager* manager, Canvas* canvas, void* context) {
- UNUSED(manager);
- WallContext* wall = context;
- Vector pos = entity_pos_get(self);
- canvas_draw_box(
- canvas, pos.x - wall->width / 2, pos.y - wall->height / 2, wall->width, wall->height);
- }
- static void wall_collision(Entity* self, Entity* other, GameManager* manager, void* context) {
- WallContext* wall = context;
- // Check if wall collided with player
- if(entity_description_get(other) == &player_desc) {
- // Increase score
- GameContext* game_context = game_manager_game_context_get(manager);
- game_context->score++;
- PlayerContext* player = (PlayerContext*)entity_context_get(other);
- if(player) {
- if(player->dx || player->dy) {
- Vector pos = entity_pos_get(other);
- // TODO: Based on where we collided, we should still slide across/down the wall.
- UNUSED(wall);
- if(player->dx) {
- FURI_LOG_D(
- "Player",
- "Player collided with wall, dx: %d. center:%f,%f",
- player->dx,
- (double)pos.x,
- (double)pos.y);
- pos.x -= player->dx;
- player->dx = 0;
- }
- if(player->dy) {
- FURI_LOG_D(
- "Player",
- "Player collided with wall, dy: %d. center:%f,%f",
- player->dy,
- (double)pos.x,
- (double)pos.y);
- pos.y -= player->dy;
- player->dy = 0;
- }
- entity_pos_set(other, pos);
- FURI_LOG_D("Player", "Set to center:%f,%f", (double)pos.x, (double)pos.y);
- }
- } else {
- FURI_LOG_D("Player", "Player collided with wall, but context null.");
- }
- } else {
- // HACK: Wall touching other items destroys each other (to help find collider issues)
- Level* level = game_manager_current_level_get(manager);
- level_remove_entity(level, self);
- level_remove_entity(level, other);
- }
- }
- static const EntityDescription wall_desc = {
- .start = wall_start, // called when entity is added to the level
- .stop = NULL, // called when entity is removed from the level
- .update = NULL, // called every frame
- .render = wall_render, // called every frame, after update
- .collision = wall_collision, // called when entity collides with another entity
- .event = NULL, // called when entity receives an event
- .context_size =
- sizeof(WallContext), // size of entity context, will be automatically allocated and freed
- };
- static uint8_t wall_index;
- static void wall_start(Entity* self, GameManager* manager, void* context) {
- UNUSED(manager);
- WallContext* wall = context;
- // TODO: We can get the current number of items from the level (instead of wall_index).
- if(wall_index < COUNT_OF(walls)) {
- if(walls[wall_index].horizontal) {
- wall->width = walls[wall_index].length * 2;
- wall->height = 1 * 2;
- } else {
- wall->width = 1 * 2;
- wall->height = walls[wall_index].length * 2;
- }
- entity_pos_set(
- self,
- (Vector){
- walls[wall_index].x + wall->width / 2, walls[wall_index].y + wall->height / 2});
- entity_collider_add_rect(self, wall->width, wall->height);
- wall_index++;
- }
- }
- /****** Level ******/
- static void level_alloc(Level* level, GameManager* manager, void* context) {
- UNUSED(manager);
- UNUSED(context);
- // Add player entity to the level
- player_spawn(level, manager);
- // Add wall entities to the level
- wall_index = 0;
- for(size_t i = 0; i < COUNT_OF(walls); i++) {
- level_add_entity(level, &wall_desc);
- }
- }
- /*
- Alloc/free is called once, when level is added/removed from the game.
- It useful if you have small amount of levels and entities, that can be allocated at once.
- Start/stop is called when level is changed to/from this level.
- It will save memory, because you can allocate entities only for current level.
- */
- static const LevelBehaviour level = {
- .alloc = level_alloc, // called once, when level allocated
- .free = NULL, // called once, when level freed
- .start = NULL, // called when level is changed to this level
- .stop = NULL, // called when level is changed from this level
- .context_size = 0, // size of level context, will be automatically allocated and freed
- };
- /****** 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) {
- UNUSED(game_manager);
- // 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->score = 0;
- game_context->imu = imu_alloc();
- game_context->imu_present = imu_present(game_context->imu);
- // Add level to the game
- game_manager_add_level(game_manager, &level);
- }
- /*
- 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) {
- GameContext* game_context = ctx;
- imu_free(game_context->imu);
- game_context->imu = NULL;
- // Do some deinitialization here, for example you can save score to storage.
- // For simplicity, we will just print it.
- FURI_LOG_I("Game", "Your score: %lu", game_context->score);
- }
- /*
- Yor game configuration, do not rename this variable, but you can change it's content here.
- */
- const Game game = {
- .target_fps = 30, // target fps, game will try to keep this value
- .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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