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- #include "game.h"
- /****** Entities: Player ******/
- typedef struct
- {
- Sprite *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, 32});
- // Add collision box to player entity
- // Box is centered in player x and y, and it's size is 10x10
- entity_collider_add_rect(player, 10, 10);
- // Get player context
- PlayerContext *player_context = entity_context_get(player);
- // Load player sprite
- player_context->sprite = game_manager_sprite_load(manager, "player.fxbm");
- }
- static void player_update(Entity *self, GameManager *manager, void *context)
- {
- UNUSED(context);
- // Get game input
- InputState input = game_manager_input_get(manager);
- // Get player position
- Vector pos = entity_pos_get(self);
- // Control player movement
- if (input.held & GameKeyUp)
- pos.y -= 2;
- if (input.held & GameKeyDown)
- pos.y += 2;
- if (input.held & GameKeyLeft)
- pos.x -= 2;
- if (input.held & GameKeyRight)
- pos.x += 2;
- // Clamp player position to screen bounds, considering player sprite size (10x10)
- pos.x = CLAMP(pos.x, 123, 5);
- pos.y = CLAMP(pos.y, 59, 5);
- // 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);
- // Get game context
- GameContext *game_context = game_manager_game_context_get(manager);
- // Draw score
- canvas_printf(canvas, 0, 7, "Score: %lu", game_context->score);
- }
- 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: Target ******/
- static Vector random_pos(void)
- {
- return (Vector){rand() % 120 + 4, rand() % 58 + 4};
- }
- static void target_start(Entity *self, GameManager *manager, void *context)
- {
- UNUSED(context);
- UNUSED(manager);
- // Set target position
- entity_pos_set(self, random_pos());
- // Add collision circle to target entity
- // Circle is centered in target x and y, and it's radius is 3
- entity_collider_add_circle(self, 3);
- }
- static void target_render(Entity *self, GameManager *manager, Canvas *canvas, void *context)
- {
- UNUSED(context);
- UNUSED(manager);
- // Get target position
- Vector pos = entity_pos_get(self);
- // Draw target
- canvas_draw_disc(canvas, pos.x, pos.y, 3);
- // Draw background
- canvas_draw_box(canvas, 0, 20, 40, 20);
- }
- static void target_collision(Entity *self, Entity *other, GameManager *manager, void *context)
- {
- UNUSED(context);
- // Check if target collided with player
- if (entity_description_get(other) == &player_desc)
- {
- // Increase score
- GameContext *game_context = game_manager_game_context_get(manager);
- game_context->score++;
- // Move target to new random position
- entity_pos_set(self, random_pos());
- }
- }
- static const EntityDescription target_desc = {
- .start = target_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 = target_render, // called every frame, after update
- .collision = target_collision, // called when entity collides with another entity
- .event = NULL, // called when entity receives an event
- .context_size = 0, // size of entity context, will be automatically allocated and freed
- };
- /****** 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 first target entity to the level
- level_add_entity(level, &target_desc);
- // Add second target entity to the level
- level_add_entity(level, &target_desc);
- }
- 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;
- // 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;
- // 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);
- }
- /*
- Your game configuration, do not rename this variable, but you can change its 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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