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