game.c 13 KB

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  1. #include "game.h"
  2. Wall walls[] = {
  3. WALL(true, 12, 0, 3),
  4. WALL(false, 3, 3, 17),
  5. WALL(false, 23, 3, 6),
  6. WALL(true, 3, 4, 57),
  7. WALL(true, 28, 4, 56),
  8. WALL(false, 4, 7, 5),
  9. WALL(false, 12, 7, 13),
  10. WALL(true, 8, 8, 34),
  11. WALL(true, 12, 8, 42),
  12. WALL(true, 24, 8, 8),
  13. WALL(true, 16, 11, 8),
  14. WALL(false, 17, 11, 4),
  15. WALL(true, 20, 12, 22),
  16. WALL(false, 6, 17, 2),
  17. WALL(true, 24, 19, 15),
  18. WALL(true, 16, 22, 16),
  19. WALL(false, 4, 24, 1),
  20. WALL(false, 21, 28, 2),
  21. WALL(false, 6, 33, 2),
  22. WALL(false, 13, 34, 3),
  23. WALL(false, 17, 37, 11),
  24. WALL(true, 16, 41, 14),
  25. WALL(false, 20, 41, 5),
  26. WALL(true, 20, 45, 12),
  27. WALL(true, 24, 45, 12),
  28. WALL(false, 4, 46, 2),
  29. WALL(false, 9, 46, 3),
  30. WALL(false, 6, 50, 3),
  31. WALL(true, 12, 53, 7),
  32. WALL(true, 8, 54, 6),
  33. WALL(false, 4, 60, 19),
  34. WALL(false, 26, 60, 6),
  35. };
  36. // update the background as the player moves
  37. void background_render(Canvas *canvas, Vector pos)
  38. {
  39. // clear the screen
  40. canvas_clear(canvas);
  41. // player starts at 64 (x) and 32 (y)
  42. // test with a static dot at (72, 40)
  43. canvas_draw_dot(canvas, 72 + (64 - pos.x), 40 + (32 - pos.y));
  44. }
  45. /****** Entities: Player ******/
  46. typedef struct
  47. {
  48. Vector trajectory; // Direction player would like to move.
  49. float radius; // collision radius
  50. int8_t dx; // x direction
  51. int8_t dy; // y direction
  52. Sprite *sprite; // player sprite
  53. } PlayerContext;
  54. // Forward declaration of player_desc, because it's used in player_spawn function.
  55. static const EntityDescription player_desc;
  56. static void player_spawn(Level *level, GameManager *manager)
  57. {
  58. Entity *player = level_add_entity(level, &player_desc);
  59. // Set player position.
  60. // Depends on your game logic, it can be done in start entity function, but also can be done here.
  61. entity_pos_set(player, (Vector){64, 32});
  62. // Add collision box to player entity
  63. // Box is centered in player x and y, and it's size is 10x10
  64. entity_collider_add_rect(player, 10, 10);
  65. // Get player context
  66. PlayerContext *player_context = entity_context_get(player);
  67. // Load player sprite
  68. player_context->sprite = game_manager_sprite_load(manager, "player.fxbm");
  69. }
  70. static void player_update(Entity *self, GameManager *manager, void *context)
  71. {
  72. UNUSED(context);
  73. // Get game input
  74. InputState input = game_manager_input_get(manager);
  75. // Get player position
  76. Vector pos = entity_pos_get(self);
  77. // Control player movement
  78. if (input.held & GameKeyUp)
  79. pos.y -= 2;
  80. if (input.held & GameKeyDown)
  81. pos.y += 2;
  82. if (input.held & GameKeyLeft)
  83. pos.x -= 2;
  84. if (input.held & GameKeyRight)
  85. pos.x += 2;
  86. // Clamp player position to screen bounds, considering player sprite size (10x10)
  87. pos.x = CLAMP(pos.x, SCREEN_WIDTH - 5, 5);
  88. pos.y = CLAMP(pos.y, SCREEN_HEIGHT - 5, 5);
  89. // Set new player position
  90. entity_pos_set(self, pos);
  91. // Control game exit
  92. if (input.pressed & GameKeyBack)
  93. {
  94. game_manager_game_stop(manager);
  95. }
  96. }
  97. static void player_render(Entity *self, GameManager *manager, Canvas *canvas, void *context)
  98. {
  99. // Get player context
  100. PlayerContext *player = context;
  101. // Get player position
  102. Vector pos = entity_pos_get(self);
  103. // draw background
  104. background_render(canvas, pos);
  105. // Draw player sprite
  106. // We subtract 5 from x and y, because collision box is 10x10, and we want to center sprite in it.
  107. canvas_draw_sprite(canvas, player->sprite, pos.x - 5, pos.y - 5);
  108. // Get game context
  109. GameContext *game_context = game_manager_game_context_get(manager);
  110. // Draw score
  111. UNUSED(game_context);
  112. // canvas_printf(canvas, 0, 7, "Score: %lu", game_context->score);
  113. }
  114. static const EntityDescription player_desc = {
  115. .start = NULL, // called when entity is added to the level
  116. .stop = NULL, // called when entity is removed from the level
  117. .update = player_update, // called every frame
  118. .render = player_render, // called every frame, after update
  119. .collision = NULL, // called when entity collides with another entity
  120. .event = NULL, // called when entity receives an event
  121. .context_size = sizeof(PlayerContext), // size of entity context, will be automatically allocated and freed
  122. };
  123. /****** Entities: Target ******/
  124. static Vector random_pos(void)
  125. {
  126. return (Vector){rand() % (SCREEN_WIDTH - 8) + 4, rand() % (SCREEN_HEIGHT - 8) + 4};
  127. }
  128. static void target_start(Entity *self, GameManager *manager, void *context)
  129. {
  130. UNUSED(context);
  131. UNUSED(manager);
  132. // Set target position
  133. entity_pos_set(self, random_pos());
  134. // Add collision circle to target entity
  135. // Circle is centered in target x and y, and it's radius is 3
  136. entity_collider_add_circle(self, 3);
  137. }
  138. static void target_render(Entity *self, GameManager *manager, Canvas *canvas, void *context)
  139. {
  140. UNUSED(context);
  141. UNUSED(manager);
  142. // Get target position
  143. Vector pos = entity_pos_get(self);
  144. // Draw target
  145. canvas_draw_disc(canvas, pos.x, pos.y, 3);
  146. }
  147. static void target_collision(Entity *self, Entity *other, GameManager *manager, void *context)
  148. {
  149. UNUSED(context);
  150. // Check if target collided with player
  151. if (entity_description_get(other) == &player_desc)
  152. {
  153. // Increase score
  154. GameContext *game_context = game_manager_game_context_get(manager);
  155. game_context->score++;
  156. // Move target to new random position
  157. entity_pos_set(self, random_pos());
  158. }
  159. }
  160. static const EntityDescription target_desc = {
  161. .start = target_start, // called when entity is added to the level
  162. .stop = NULL, // called when entity is removed from the level
  163. .update = NULL, // called every frame
  164. .render = target_render, // called every frame, after update
  165. .collision = target_collision, // called when entity collides with another entity
  166. .event = NULL, // called when entity receives an event
  167. .context_size = 0, // size of entity context, will be automatically allocated and freed
  168. };
  169. /****** Entities: Wall ******/
  170. static uint8_t wall_index;
  171. static void wall_start(Entity *self, GameManager *manager, void *context);
  172. typedef struct
  173. {
  174. float width;
  175. float height;
  176. } WallContext;
  177. static void wall_render(Entity *self, GameManager *manager, Canvas *canvas, void *context)
  178. {
  179. UNUSED(manager);
  180. WallContext *wall = context;
  181. Vector pos = entity_pos_get(self);
  182. canvas_draw_box(
  183. canvas, pos.x - wall->width / 2, pos.y - wall->height / 2, wall->width, wall->height);
  184. }
  185. static void wall_collision(Entity *self, Entity *other, GameManager *manager, void *context)
  186. {
  187. WallContext *wall = context;
  188. // Check if wall collided with player
  189. if (entity_description_get(other) == &player_desc)
  190. {
  191. // Increase score
  192. GameContext *game_context = game_manager_game_context_get(manager);
  193. game_context->score++;
  194. PlayerContext *player = (PlayerContext *)entity_context_get(other);
  195. if (player)
  196. {
  197. if (player->dx || player->dy)
  198. {
  199. Vector pos = entity_pos_get(other);
  200. // TODO: Based on where we collided, we should still slide across/down the wall.
  201. UNUSED(wall);
  202. if (player->dx)
  203. {
  204. FURI_LOG_D(
  205. "Player",
  206. "Player collided with wall, dx: %d. center:%f,%f",
  207. player->dx,
  208. (double)pos.x,
  209. (double)pos.y);
  210. pos.x -= player->dx;
  211. player->dx = 0;
  212. }
  213. if (player->dy)
  214. {
  215. FURI_LOG_D(
  216. "Player",
  217. "Player collided with wall, dy: %d. center:%f,%f",
  218. player->dy,
  219. (double)pos.x,
  220. (double)pos.y);
  221. pos.y -= player->dy;
  222. player->dy = 0;
  223. }
  224. entity_pos_set(other, pos);
  225. FURI_LOG_D("Player", "Set to center:%f,%f", (double)pos.x, (double)pos.y);
  226. }
  227. }
  228. else
  229. {
  230. FURI_LOG_D("Player", "Player collided with wall, but context null.");
  231. }
  232. }
  233. else
  234. {
  235. // HACK: Wall touching other items destroys each other (to help find collider issues)
  236. Level *level = game_manager_current_level_get(manager);
  237. level_remove_entity(level, self);
  238. level_remove_entity(level, other);
  239. }
  240. }
  241. static const EntityDescription wall_desc = {
  242. .start = wall_start, // called when entity is added to the level
  243. .stop = NULL, // called when entity is removed from the level
  244. .update = NULL, // called every frame
  245. .render = wall_render, // called every frame, after update
  246. .collision = wall_collision, // called when entity collides with another entity
  247. .event = NULL, // called when entity receives an event
  248. .context_size =
  249. sizeof(WallContext), // size of entity context, will be automatically allocated and freed
  250. };
  251. static void wall_start(Entity *self, GameManager *manager, void *context)
  252. {
  253. UNUSED(manager);
  254. WallContext *wall = context;
  255. // TODO: We can get the current number of items from the level (instead of wall_index).
  256. if (wall_index < COUNT_OF(walls))
  257. {
  258. if (walls[wall_index].horizontal)
  259. {
  260. wall->width = walls[wall_index].length * 2;
  261. wall->height = 1 * 2;
  262. }
  263. else
  264. {
  265. wall->width = 1 * 2;
  266. wall->height = walls[wall_index].length * 2;
  267. }
  268. entity_pos_set(
  269. self,
  270. (Vector){
  271. walls[wall_index].x + wall->width / 2, walls[wall_index].y + wall->height / 2});
  272. entity_collider_add_rect(self, wall->width, wall->height);
  273. wall_index++;
  274. }
  275. }
  276. /****** Level ******/
  277. static void level_alloc(Level *level, GameManager *manager, void *context)
  278. {
  279. UNUSED(manager);
  280. UNUSED(context);
  281. // Add player entity to the level
  282. player_spawn(level, manager);
  283. // Add first target entity to the level
  284. level_add_entity(level, &target_desc);
  285. // Add wall entities to the level
  286. wall_index = 0;
  287. for (size_t i = 0; i < COUNT_OF(walls); i++)
  288. {
  289. level_add_entity(level, &wall_desc);
  290. }
  291. }
  292. static const LevelBehaviour level = {
  293. .alloc = level_alloc, // called once, when level allocated
  294. .free = NULL, // called once, when level freed
  295. .start = NULL, // called when level is changed to this level
  296. .stop = NULL, // called when level is changed from this level
  297. .context_size = 0, // size of level context, will be automatically allocated and freed
  298. };
  299. /****** Game ******/
  300. /*
  301. Write here the start code for your game, for example: creating a level and so on.
  302. Game context is allocated (game.context_size) and passed to this function, you can use it to store your game data.
  303. */
  304. static void game_start(GameManager *game_manager, void *ctx)
  305. {
  306. UNUSED(game_manager);
  307. // Do some initialization here, for example you can load score from storage.
  308. // For simplicity, we will just set it to 0.
  309. GameContext *game_context = ctx;
  310. game_context->score = 0;
  311. // Add level to the game
  312. game_manager_add_level(game_manager, &level);
  313. }
  314. /*
  315. Write here the stop code for your game, for example, freeing memory, if it was allocated.
  316. You don't need to free level, sprites or entities, it will be done automatically.
  317. Also, you don't need to free game_context, it will be done automatically, after this function.
  318. */
  319. static void game_stop(void *ctx)
  320. {
  321. UNUSED(ctx);
  322. // GameContext *game_context = ctx;
  323. // Do some deinitialization here, for example you can save score to storage.
  324. // For simplicity, we will just print it.
  325. // FURI_LOG_I("Game", "Your score: %lu", game_context->score);
  326. }
  327. /*
  328. Your game configuration, do not rename this variable, but you can change its content here.
  329. */
  330. const Game game = {
  331. .target_fps = 30, // target fps, game will try to keep this value
  332. .show_fps = false, // show fps counter on the screen
  333. .always_backlight = true, // keep display backlight always on
  334. .start = game_start, // will be called once, when game starts
  335. .stop = game_stop, // will be called once, when game stops
  336. .context_size = sizeof(GameContext), // size of game context
  337. };