enemy.c 26 KB

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  1. // enemy.c
  2. #include <game/enemy.h>
  3. #include <notification/notification_messages.h>
  4. static EntityContext *enemy_context_generic;
  5. // Allocation function
  6. static EntityContext *enemy_generic_alloc(
  7. const char *id,
  8. int index,
  9. Vector size,
  10. Vector start_position,
  11. Vector end_position,
  12. float move_timer, // Wait duration before moving again
  13. float speed,
  14. float attack_timer,
  15. float strength,
  16. float health)
  17. {
  18. if (!enemy_context_generic)
  19. {
  20. enemy_context_generic = malloc(sizeof(EntityContext));
  21. }
  22. if (!enemy_context_generic)
  23. {
  24. FURI_LOG_E("Game", "Failed to allocate EntityContext");
  25. return NULL;
  26. }
  27. snprintf(enemy_context_generic->id, sizeof(enemy_context_generic->id), "%s", id);
  28. enemy_context_generic->index = index;
  29. enemy_context_generic->size = size;
  30. enemy_context_generic->start_position = start_position;
  31. enemy_context_generic->end_position = end_position;
  32. enemy_context_generic->move_timer = move_timer; // Set wait duration
  33. enemy_context_generic->elapsed_move_timer = 0.0f; // Initialize elapsed timer
  34. enemy_context_generic->speed = speed;
  35. enemy_context_generic->attack_timer = attack_timer;
  36. enemy_context_generic->strength = strength;
  37. enemy_context_generic->health = health;
  38. // Initialize other fields as needed
  39. enemy_context_generic->sprite_right = NULL; // sprite is assigned later
  40. enemy_context_generic->sprite_left = NULL; // sprite is assigned later
  41. enemy_context_generic->direction = ENTITY_RIGHT; // Default direction
  42. enemy_context_generic->state = ENTITY_MOVING_TO_END; // Start in IDLE state
  43. // Set radius based on size, for example, average of size.x and size.y divided by 2
  44. enemy_context_generic->radius = (size.x + size.y) / 4.0f;
  45. return enemy_context_generic;
  46. }
  47. // Enemy start function
  48. static void enemy_start(Entity *self, GameManager *manager, void *context)
  49. {
  50. UNUSED(manager);
  51. if (!self || !context)
  52. {
  53. FURI_LOG_E("Game", "Enemy start: Invalid parameters");
  54. return;
  55. }
  56. if (!enemy_context_generic)
  57. {
  58. FURI_LOG_E("Game", "Enemy start: Enemy context not set");
  59. return;
  60. }
  61. EntityContext *enemy_context = (EntityContext *)context;
  62. // Copy fields from generic context
  63. snprintf(enemy_context->id, sizeof(enemy_context->id), "%s", enemy_context_generic->id);
  64. enemy_context->index = enemy_context_generic->index;
  65. enemy_context->size = enemy_context_generic->size;
  66. enemy_context->start_position = enemy_context_generic->start_position;
  67. enemy_context->end_position = enemy_context_generic->end_position;
  68. enemy_context->move_timer = enemy_context_generic->move_timer;
  69. enemy_context->elapsed_move_timer = enemy_context_generic->elapsed_move_timer;
  70. enemy_context->speed = enemy_context_generic->speed;
  71. enemy_context->attack_timer = enemy_context_generic->attack_timer;
  72. enemy_context->strength = enemy_context_generic->strength;
  73. enemy_context->health = enemy_context_generic->health;
  74. enemy_context->sprite_right = enemy_context_generic->sprite_right;
  75. enemy_context->sprite_left = enemy_context_generic->sprite_left;
  76. enemy_context->direction = enemy_context_generic->direction;
  77. enemy_context->state = enemy_context_generic->state;
  78. enemy_context->radius = enemy_context_generic->radius;
  79. // Set enemy's initial position based on start_position
  80. entity_pos_set(self, enemy_context->start_position);
  81. // Add collision circle based on the enemy's radius
  82. entity_collider_add_circle(self, enemy_context->radius);
  83. }
  84. // Enemy render function
  85. static void enemy_render(Entity *self, GameManager *manager, Canvas *canvas, void *context)
  86. {
  87. if (!self || !context || !canvas || !manager)
  88. return;
  89. EntityContext *enemy_context = (EntityContext *)context;
  90. // Get the position of the enemy
  91. Vector pos = entity_pos_get(self);
  92. // Get the camera position
  93. int x_pos = pos.x - camera_x - enemy_context->size.x / 2;
  94. int y_pos = pos.y - camera_y - enemy_context->size.y / 2;
  95. // check if position is within the screen
  96. if (x_pos + enemy_context->size.x < 0 || x_pos > SCREEN_WIDTH || y_pos + enemy_context->size.y < 0 || y_pos > SCREEN_HEIGHT)
  97. return;
  98. // Choose sprite based on direction
  99. Sprite *current_sprite = NULL;
  100. if (enemy_context->direction == ENTITY_LEFT)
  101. {
  102. current_sprite = enemy_context->sprite_left;
  103. }
  104. else
  105. {
  106. current_sprite = enemy_context->sprite_right;
  107. }
  108. // Draw enemy sprite relative to camera, centered on the enemy's position
  109. canvas_draw_sprite(
  110. canvas,
  111. current_sprite,
  112. pos.x - camera_x - (enemy_context->size.x / 2),
  113. pos.y - camera_y - (enemy_context->size.y / 2));
  114. // draw health of enemy
  115. char health_str[32];
  116. snprintf(health_str, sizeof(health_str), "%.0f", (double)enemy_context->health);
  117. draw_username(canvas, pos, health_str);
  118. }
  119. static void atk_notify(GameContext *game_context, EntityContext *enemy_context, bool player_attacked)
  120. {
  121. if (!game_context || !enemy_context)
  122. {
  123. FURI_LOG_E("Game", "Send attack notification: Invalid parameters");
  124. return;
  125. }
  126. NotificationApp *notifications = furi_record_open(RECORD_NOTIFICATION);
  127. const bool vibration_allowed = strstr(yes_or_no_choices[vibration_on_index], "Yes") != NULL;
  128. const bool sound_allowed = strstr(yes_or_no_choices[sound_on_index], "Yes") != NULL;
  129. if (player_attacked)
  130. {
  131. if (vibration_allowed && sound_allowed)
  132. {
  133. notification_message(notifications, &sequence_success);
  134. }
  135. else if (vibration_allowed && !sound_allowed)
  136. {
  137. notification_message(notifications, &sequence_single_vibro);
  138. }
  139. else if (!vibration_allowed && sound_allowed)
  140. {
  141. // change this to sound later
  142. notification_message(notifications, &sequence_blink_blue_100);
  143. }
  144. else
  145. {
  146. notification_message(notifications, &sequence_blink_blue_100);
  147. }
  148. FURI_LOG_I("Game", "Player attacked enemy '%s'!", enemy_context->id);
  149. }
  150. else
  151. {
  152. if (vibration_allowed && sound_allowed)
  153. {
  154. notification_message(notifications, &sequence_error);
  155. }
  156. else if (vibration_allowed && !sound_allowed)
  157. {
  158. notification_message(notifications, &sequence_single_vibro);
  159. }
  160. else if (!vibration_allowed && sound_allowed)
  161. {
  162. // change this to sound later
  163. notification_message(notifications, &sequence_blink_red_100);
  164. }
  165. else
  166. {
  167. notification_message(notifications, &sequence_blink_red_100);
  168. }
  169. FURI_LOG_I("Game", "Enemy '%s' attacked the player!", enemy_context->id);
  170. }
  171. // close the notifications
  172. furi_record_close(RECORD_NOTIFICATION);
  173. }
  174. // Enemy collision function
  175. static void enemy_collision(Entity *self, Entity *other, GameManager *manager, void *context)
  176. {
  177. if (!self || !other || !context || !manager)
  178. {
  179. FURI_LOG_E("Game", "Enemy collision: Invalid parameters");
  180. return;
  181. }
  182. EntityContext *enemy_context = (EntityContext *)context;
  183. furi_check(enemy_context, "Enemy collision: EntityContext is NULL");
  184. GameContext *game_context = game_manager_game_context_get(manager);
  185. furi_check(game_context, "Enemy collision: GameContext is NULL");
  186. // Check if the enemy collided with the player
  187. if (entity_description_get(other) == &player_desc)
  188. {
  189. // Get positions of the enemy and the player
  190. Vector enemy_pos = entity_pos_get(self);
  191. Vector player_pos = entity_pos_get(other);
  192. // Determine if the enemy is facing the player or player is facing the enemy
  193. bool enemy_is_facing_player = false;
  194. bool player_is_facing_enemy = false;
  195. // Determine if the enemy is facing the player
  196. if ((enemy_context->direction == ENTITY_LEFT && player_pos.x < enemy_pos.x) ||
  197. (enemy_context->direction == ENTITY_RIGHT && player_pos.x > enemy_pos.x) ||
  198. (enemy_context->direction == ENTITY_UP && player_pos.y < enemy_pos.y) ||
  199. (enemy_context->direction == ENTITY_DOWN && player_pos.y > enemy_pos.y))
  200. {
  201. enemy_is_facing_player = true;
  202. }
  203. // Determine if the player is facing the enemy
  204. if ((game_context->player_context->direction == ENTITY_LEFT && enemy_pos.x < player_pos.x) ||
  205. (game_context->player_context->direction == ENTITY_RIGHT && enemy_pos.x > player_pos.x) ||
  206. (game_context->player_context->direction == ENTITY_UP && enemy_pos.y < player_pos.y) ||
  207. (game_context->player_context->direction == ENTITY_DOWN && enemy_pos.y > player_pos.y))
  208. {
  209. player_is_facing_enemy = true;
  210. }
  211. // Handle Player Attacking Enemy (Press OK, facing enemy, and enemy not facing player)
  212. if (player_is_facing_enemy && game_context->last_button == GameKeyOk && !enemy_is_facing_player)
  213. {
  214. // Reset last button
  215. game_context->last_button = -1;
  216. if (game_context->player_context->elapsed_attack_timer >= game_context->player_context->attack_timer)
  217. {
  218. atk_notify(game_context, enemy_context, true);
  219. // Reset player's elapsed attack timer
  220. game_context->player_context->elapsed_attack_timer = 0.0f;
  221. enemy_context->elapsed_attack_timer = 0.0f; // Reset enemy's attack timer to block enemy attack
  222. // Increase XP by the enemy's strength
  223. game_context->player_context->xp += enemy_context->strength;
  224. // Increase healthy by 10% of the enemy's strength
  225. game_context->player_context->health += enemy_context->strength * 0.1f;
  226. if (game_context->player_context->health > game_context->player_context->max_health)
  227. {
  228. game_context->player_context->health = game_context->player_context->max_health;
  229. }
  230. // Decrease enemy health by player strength
  231. enemy_context->health -= game_context->player_context->strength;
  232. if (enemy_context->health <= 0)
  233. {
  234. enemy_context->state = ENTITY_DEAD;
  235. // Reset enemy position and health
  236. enemy_context->health = 100; // this needs to be set to the enemy's max health
  237. // remove from game context and set in safe zone
  238. game_context->enemies[enemy_context->index] = NULL;
  239. game_context->enemy_count--;
  240. entity_collider_remove(self);
  241. entity_pos_set(self, (Vector){-100, -100});
  242. return;
  243. }
  244. else
  245. {
  246. enemy_context->state = ENTITY_ATTACKED;
  247. // Vector old_pos = entity_pos_get(self);
  248. // Bounce the enemy back by X units opposite their last movement direction
  249. enemy_pos.x -= game_context->player_context->dx * enemy_context->radius + game_context->icon_offset;
  250. // enemy_pos.y -= game_context->player_context->dy * enemy_context->radius + game_context->icon_offset;
  251. entity_pos_set(self, enemy_pos);
  252. // Reset enemy's movement direction to prevent immediate re-collision
  253. game_context->player_context->dx = 0;
  254. game_context->player_context->dy = 0;
  255. }
  256. }
  257. else
  258. {
  259. FURI_LOG_I("Game", "Player attack on enemy '%s' is on cooldown: %f seconds remaining", enemy_context->id, (double)(game_context->player_context->attack_timer - game_context->player_context->elapsed_attack_timer));
  260. }
  261. }
  262. // Handle Enemy Attacking Player (enemy facing player)
  263. else if (enemy_is_facing_player)
  264. {
  265. if (enemy_context->elapsed_attack_timer >= enemy_context->attack_timer)
  266. {
  267. atk_notify(game_context, enemy_context, false);
  268. // Reset enemy's elapsed attack timer
  269. enemy_context->elapsed_attack_timer = 0.0f;
  270. // Decrease player health by enemy strength
  271. game_context->player_context->health -= enemy_context->strength;
  272. if (game_context->player_context->health <= 0)
  273. {
  274. FURI_LOG_I("Game", "Player is dead.. resetting player position and health");
  275. game_context->player_context->state = ENTITY_DEAD;
  276. // Reset player position and health
  277. entity_pos_set(other, game_context->player_context->start_position);
  278. game_context->player_context->health = game_context->player_context->max_health;
  279. // subtract player's XP by the enemy's strength
  280. game_context->player_context->xp -= enemy_context->strength;
  281. if ((int)game_context->player_context->xp < 0)
  282. {
  283. game_context->player_context->xp = 0;
  284. }
  285. }
  286. else
  287. {
  288. FURI_LOG_I("Game", "Player took %f damage from enemy '%s'", (double)enemy_context->strength, enemy_context->id);
  289. game_context->player_context->state = ENTITY_ATTACKED;
  290. // Bounce the player back by X units opposite their last movement direction
  291. player_pos.x -= game_context->player_context->dx * enemy_context->radius + game_context->icon_offset;
  292. // player_pos.y -= game_context->player_context->dy * enemy_context->radius + game_context->icon_offset;
  293. entity_pos_set(other, player_pos);
  294. // Reset player's movement direction to prevent immediate re-collision
  295. game_context->player_context->dx = 0;
  296. game_context->player_context->dy = 0;
  297. }
  298. }
  299. }
  300. else // handle other collisions
  301. {
  302. // Set the player's old position to prevent collision
  303. entity_pos_set(other, game_context->player_context->old_position);
  304. // Reset player's movement direction to prevent immediate re-collision
  305. game_context->player_context->dx = 0;
  306. game_context->player_context->dy = 0;
  307. }
  308. if (game_context->player_context->state == ENTITY_DEAD)
  309. {
  310. // Reset player's position and health
  311. entity_pos_set(other, game_context->player_context->start_position);
  312. game_context->player_context->health = game_context->player_context->max_health;
  313. }
  314. }
  315. // if not player than must be an icon or npc; so push back
  316. else
  317. {
  318. // push enemy back
  319. Vector enemy_pos = entity_pos_get(self);
  320. switch (enemy_context->direction)
  321. {
  322. case ENTITY_LEFT:
  323. enemy_pos.x += (enemy_context->size.x + game_context->icon_offset);
  324. break;
  325. case ENTITY_RIGHT:
  326. enemy_pos.x -= (enemy_context->size.x + game_context->icon_offset);
  327. break;
  328. case ENTITY_UP:
  329. enemy_pos.y += (enemy_context->size.y + game_context->icon_offset);
  330. break;
  331. case ENTITY_DOWN:
  332. enemy_pos.y -= (enemy_context->size.y + game_context->icon_offset);
  333. break;
  334. default:
  335. break;
  336. }
  337. entity_pos_set(self, enemy_pos);
  338. }
  339. }
  340. // Enemy update function
  341. static void enemy_update(Entity *self, GameManager *manager, void *context)
  342. {
  343. if (!self || !context || !manager)
  344. return;
  345. EntityContext *enemy_context = (EntityContext *)context;
  346. if (!enemy_context || enemy_context->state == ENTITY_DEAD)
  347. {
  348. return;
  349. }
  350. GameContext *game_context = game_manager_game_context_get(manager);
  351. if (!game_context)
  352. {
  353. FURI_LOG_E("Game", "Enemy update: Failed to get GameContext");
  354. return;
  355. }
  356. float delta_time = 1.0f / game_context->fps;
  357. // Increment the elapsed_attack_timer for the enemy
  358. enemy_context->elapsed_attack_timer += delta_time;
  359. switch (enemy_context->state)
  360. {
  361. case ENTITY_IDLE:
  362. // Increment the elapsed_move_timer
  363. enemy_context->elapsed_move_timer += delta_time;
  364. // Check if it's time to move again
  365. if (enemy_context->elapsed_move_timer >= enemy_context->move_timer)
  366. {
  367. // Determine the next state based on the current position
  368. Vector current_pos = entity_pos_get(self);
  369. if (fabs(current_pos.x - enemy_context->start_position.x) < (double)1.0 &&
  370. fabs(current_pos.y - enemy_context->start_position.y) < (double)1.0)
  371. {
  372. enemy_context->state = ENTITY_MOVING_TO_END;
  373. }
  374. else
  375. {
  376. enemy_context->state = ENTITY_MOVING_TO_START;
  377. }
  378. enemy_context->elapsed_move_timer = 0.0f;
  379. }
  380. break;
  381. case ENTITY_MOVING_TO_END:
  382. case ENTITY_MOVING_TO_START:
  383. case ENTITY_ATTACKED:
  384. {
  385. // Get current position
  386. Vector current_pos = entity_pos_get(self);
  387. if (enemy_context->state == ENTITY_ATTACKED)
  388. {
  389. // set direction again
  390. enemy_context->state = enemy_context->direction == ENTITY_LEFT ? ENTITY_MOVING_TO_START : ENTITY_MOVING_TO_END;
  391. }
  392. // Determine the target position based on the current state
  393. Vector target_position = (enemy_context->state == ENTITY_MOVING_TO_END) ? enemy_context->end_position : enemy_context->start_position;
  394. Vector direction_vector = {0, 0};
  395. // Calculate direction towards the target
  396. if (current_pos.x < target_position.x)
  397. {
  398. direction_vector.x = 1.0f;
  399. enemy_context->direction = ENTITY_RIGHT;
  400. }
  401. else if (current_pos.x > target_position.x)
  402. {
  403. direction_vector.x = -1.0f;
  404. enemy_context->direction = ENTITY_LEFT;
  405. }
  406. if (current_pos.y < target_position.y)
  407. {
  408. direction_vector.y = 1.0f;
  409. enemy_context->direction = ENTITY_DOWN;
  410. }
  411. else if (current_pos.y > target_position.y)
  412. {
  413. direction_vector.y = -1.0f;
  414. enemy_context->direction = ENTITY_UP;
  415. }
  416. // Normalize direction vector
  417. float length = sqrt(direction_vector.x * direction_vector.x + direction_vector.y * direction_vector.y);
  418. if (length != 0)
  419. {
  420. direction_vector.x /= length;
  421. direction_vector.y /= length;
  422. }
  423. // Update position based on direction and speed
  424. Vector new_pos = current_pos;
  425. new_pos.x += direction_vector.x * enemy_context->speed * delta_time;
  426. new_pos.y += direction_vector.y * enemy_context->speed * delta_time;
  427. // Clamp the position to the target to prevent overshooting
  428. if ((direction_vector.x > 0.0f && new_pos.x > target_position.x) ||
  429. (direction_vector.x < 0.0f && new_pos.x < target_position.x))
  430. {
  431. new_pos.x = target_position.x;
  432. }
  433. if ((direction_vector.y > 0.0f && new_pos.y > target_position.y) ||
  434. (direction_vector.y < 0.0f && new_pos.y < target_position.y))
  435. {
  436. new_pos.y = target_position.y;
  437. }
  438. entity_pos_set(self, new_pos);
  439. // Check if the enemy has reached or surpassed the target_position
  440. bool reached_x = fabs(new_pos.x - target_position.x) < (double)1.0;
  441. bool reached_y = fabs(new_pos.y - target_position.y) < (double)1.0;
  442. // If reached the target position on both axes, transition to IDLE
  443. if (reached_x && reached_y)
  444. {
  445. enemy_context->state = ENTITY_IDLE;
  446. enemy_context->elapsed_move_timer = 0.0f;
  447. }
  448. }
  449. break;
  450. default:
  451. break;
  452. }
  453. }
  454. // Free function for the entity
  455. static void enemy_free(Entity *self, GameManager *manager, void *context)
  456. {
  457. UNUSED(self);
  458. UNUSED(manager);
  459. UNUSED(context);
  460. if (enemy_context_generic)
  461. {
  462. free(enemy_context_generic);
  463. enemy_context_generic = NULL;
  464. }
  465. }
  466. // Enemy behavior structure
  467. static const EntityDescription _generic_enemy = {
  468. .start = enemy_start,
  469. .stop = enemy_free,
  470. .update = enemy_update,
  471. .render = enemy_render,
  472. .collision = enemy_collision,
  473. .event = NULL,
  474. .context_size = sizeof(EntityContext),
  475. };
  476. // Enemy function to return the entity description
  477. const EntityDescription *enemy(
  478. GameManager *manager,
  479. const char *id,
  480. int index,
  481. Vector start_position,
  482. Vector end_position,
  483. float move_timer, // Wait duration before moving again
  484. float speed,
  485. float attack_timer,
  486. float strength,
  487. float health)
  488. {
  489. SpriteContext *sprite_context = get_sprite_context(id);
  490. if (!sprite_context)
  491. {
  492. FURI_LOG_E("Game", "Failed to get SpriteContext");
  493. return NULL;
  494. }
  495. // Allocate a new EntityContext with provided parameters
  496. enemy_context_generic = enemy_generic_alloc(
  497. id,
  498. index,
  499. (Vector){sprite_context->width, sprite_context->height},
  500. start_position,
  501. end_position,
  502. move_timer, // Set wait duration
  503. speed,
  504. attack_timer,
  505. strength,
  506. health);
  507. if (!enemy_context_generic)
  508. {
  509. FURI_LOG_E("Game", "Failed to allocate EntityContext");
  510. return NULL;
  511. }
  512. // assign sprites to the context
  513. enemy_context_generic->sprite_right = game_manager_sprite_load(manager, sprite_context->right_file_name);
  514. enemy_context_generic->sprite_left = game_manager_sprite_load(manager, sprite_context->left_file_name);
  515. // Set initial direction based on start and end positions
  516. if (start_position.x < end_position.x)
  517. {
  518. enemy_context_generic->direction = ENTITY_RIGHT;
  519. }
  520. else
  521. {
  522. enemy_context_generic->direction = ENTITY_LEFT;
  523. }
  524. // Set initial state based on movement
  525. if (start_position.x != end_position.x || start_position.y != end_position.y)
  526. {
  527. enemy_context_generic->state = ENTITY_MOVING_TO_END;
  528. }
  529. else
  530. {
  531. enemy_context_generic->state = ENTITY_IDLE;
  532. }
  533. free(sprite_context);
  534. return &_generic_enemy;
  535. }
  536. void spawn_enemy(Level *level, GameManager *manager, FuriString *json)
  537. {
  538. if (!level || !manager || !json)
  539. {
  540. FURI_LOG_E("Game", "Level, GameManager, or JSON is NULL");
  541. return;
  542. }
  543. FuriString *id = get_json_value_furi("id", json);
  544. FuriString *_index = get_json_value_furi("index", json);
  545. //
  546. FuriString *start_position = get_json_value_furi("start_position", json);
  547. FuriString *start_position_x = get_json_value_furi("x", start_position);
  548. FuriString *start_position_y = get_json_value_furi("y", start_position);
  549. //
  550. FuriString *end_position = get_json_value_furi("end_position", json);
  551. FuriString *end_position_x = get_json_value_furi("x", end_position);
  552. FuriString *end_position_y = get_json_value_furi("y", end_position);
  553. //
  554. FuriString *move_timer = get_json_value_furi("move_timer", json);
  555. FuriString *speed = get_json_value_furi("speed", json);
  556. FuriString *attack_timer = get_json_value_furi("attack_timer", json);
  557. FuriString *strength = get_json_value_furi("strength", json);
  558. FuriString *health = get_json_value_furi("health", json);
  559. //
  560. if (!id || !_index || !start_position || !start_position_x || !start_position_y || !end_position || !end_position_x || !end_position_y || !move_timer || !speed || !attack_timer || !strength || !health)
  561. {
  562. FURI_LOG_E("Game", "Failed to parse JSON values");
  563. return;
  564. }
  565. GameContext *game_context = game_manager_game_context_get(manager);
  566. if (game_context && game_context->enemy_count < MAX_ENEMIES && !game_context->enemies[game_context->enemy_count])
  567. {
  568. game_context->enemies[game_context->enemy_count] = level_add_entity(level, enemy(
  569. manager,
  570. furi_string_get_cstr(id),
  571. atoi(furi_string_get_cstr(_index)),
  572. (Vector){atof_furi(start_position_x), atof_furi(start_position_y)},
  573. (Vector){atof_furi(end_position_x), atof_furi(end_position_y)},
  574. atof_furi(move_timer),
  575. atof_furi(speed),
  576. atof_furi(attack_timer),
  577. atof_furi(strength),
  578. atof_furi(health)));
  579. game_context->enemy_count++;
  580. }
  581. furi_string_free(id);
  582. furi_string_free(_index);
  583. furi_string_free(start_position);
  584. furi_string_free(start_position_x);
  585. furi_string_free(start_position_y);
  586. furi_string_free(end_position);
  587. furi_string_free(end_position_x);
  588. furi_string_free(end_position_y);
  589. furi_string_free(move_timer);
  590. furi_string_free(speed);
  591. furi_string_free(attack_timer);
  592. furi_string_free(strength);
  593. furi_string_free(health);
  594. }