enemy.c 27 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. bool is_user)
  18. {
  19. if (!enemy_context_generic)
  20. {
  21. enemy_context_generic = malloc(sizeof(EntityContext));
  22. }
  23. if (!enemy_context_generic)
  24. {
  25. FURI_LOG_E("Game", "Failed to allocate EntityContext");
  26. return NULL;
  27. }
  28. snprintf(enemy_context_generic->id, sizeof(enemy_context_generic->id), "%s", id);
  29. enemy_context_generic->index = index;
  30. enemy_context_generic->size = size;
  31. enemy_context_generic->start_position = start_position;
  32. enemy_context_generic->end_position = end_position;
  33. enemy_context_generic->move_timer = move_timer; // Set wait duration
  34. enemy_context_generic->elapsed_move_timer = 0.0f; // Initialize elapsed timer
  35. enemy_context_generic->speed = speed;
  36. enemy_context_generic->attack_timer = attack_timer;
  37. enemy_context_generic->strength = strength;
  38. enemy_context_generic->health = health;
  39. // Initialize other fields as needed
  40. enemy_context_generic->sprite_right = NULL; // sprite is assigned later
  41. enemy_context_generic->sprite_left = NULL; // sprite is assigned later
  42. enemy_context_generic->direction = ENTITY_RIGHT; // Default direction
  43. enemy_context_generic->state = ENTITY_MOVING_TO_END; // Start in IDLE state
  44. // Set radius based on size, for example, average of size.x and size.y divided by 2
  45. enemy_context_generic->radius = (size.x + size.y) / 4.0f;
  46. //
  47. enemy_context_generic->is_user = is_user;
  48. return enemy_context_generic;
  49. }
  50. // Enemy start function
  51. static void enemy_start(Entity *self, GameManager *manager, void *context)
  52. {
  53. UNUSED(manager);
  54. if (!self || !context)
  55. {
  56. FURI_LOG_E("Game", "Enemy start: Invalid parameters");
  57. return;
  58. }
  59. if (!enemy_context_generic)
  60. {
  61. FURI_LOG_E("Game", "Enemy start: Enemy context not set");
  62. return;
  63. }
  64. EntityContext *enemy_context = (EntityContext *)context;
  65. // Copy fields from generic context
  66. snprintf(enemy_context->id, sizeof(enemy_context->id), "%s", enemy_context_generic->id);
  67. enemy_context->index = enemy_context_generic->index;
  68. enemy_context->size = enemy_context_generic->size;
  69. enemy_context->start_position = enemy_context_generic->start_position;
  70. enemy_context->end_position = enemy_context_generic->end_position;
  71. enemy_context->move_timer = enemy_context_generic->move_timer;
  72. enemy_context->elapsed_move_timer = enemy_context_generic->elapsed_move_timer;
  73. enemy_context->speed = enemy_context_generic->speed;
  74. enemy_context->attack_timer = enemy_context_generic->attack_timer;
  75. enemy_context->strength = enemy_context_generic->strength;
  76. enemy_context->health = enemy_context_generic->health;
  77. enemy_context->sprite_right = enemy_context_generic->sprite_right;
  78. enemy_context->sprite_left = enemy_context_generic->sprite_left;
  79. enemy_context->direction = enemy_context_generic->direction;
  80. enemy_context->state = enemy_context_generic->state;
  81. enemy_context->radius = enemy_context_generic->radius;
  82. enemy_context->is_user = enemy_context_generic->is_user;
  83. // Set enemy's initial position based on start_position
  84. entity_pos_set(self, enemy_context->start_position);
  85. // Add collision circle based on the enemy's radius
  86. entity_collider_add_circle(self, enemy_context->radius);
  87. }
  88. // Enemy render function
  89. static void enemy_render(Entity *self, GameManager *manager, Canvas *canvas, void *context)
  90. {
  91. if (!self || !context || !canvas || !manager)
  92. return;
  93. EntityContext *enemy_context = (EntityContext *)context;
  94. GameContext *game_context = game_manager_game_context_get(manager);
  95. // Get the position of the enemy
  96. Vector pos = entity_pos_get(self);
  97. // Get the camera position
  98. int x_pos = pos.x - camera_x - enemy_context->size.x / 2;
  99. int y_pos = pos.y - camera_y - enemy_context->size.y / 2;
  100. // check if position is within the screen
  101. if (x_pos + enemy_context->size.x < 0 || x_pos > SCREEN_WIDTH || y_pos + enemy_context->size.y < 0 || y_pos > SCREEN_HEIGHT)
  102. return;
  103. // Choose sprite based on direction
  104. Sprite *current_sprite = NULL;
  105. if (enemy_context->direction == ENTITY_LEFT)
  106. {
  107. current_sprite = enemy_context->sprite_left;
  108. }
  109. else
  110. {
  111. current_sprite = enemy_context->sprite_right;
  112. }
  113. // no enemies in story mode for now
  114. if (game_context->game_mode != GAME_MODE_STORY || (game_context->game_mode == GAME_MODE_STORY && game_context->tutorial_step == 4))
  115. {
  116. // Draw enemy sprite relative to camera, centered on the enemy's position
  117. canvas_draw_sprite(
  118. canvas,
  119. current_sprite,
  120. pos.x - camera_x - (enemy_context->size.x / 2),
  121. pos.y - camera_y - (enemy_context->size.y / 2));
  122. // draw health of enemy
  123. char health_str[32];
  124. snprintf(health_str, sizeof(health_str), "%.0f", (double)enemy_context->health);
  125. draw_username(canvas, pos, health_str);
  126. }
  127. }
  128. static void atk_notify(GameContext *game_context, EntityContext *enemy_context, bool player_attacked)
  129. {
  130. if (!game_context || !enemy_context)
  131. {
  132. FURI_LOG_E("Game", "Send attack notification: Invalid parameters");
  133. return;
  134. }
  135. NotificationApp *notifications = furi_record_open(RECORD_NOTIFICATION);
  136. const bool vibration_allowed = strstr(yes_or_no_choices[vibration_on_index], "Yes") != NULL;
  137. const bool sound_allowed = strstr(yes_or_no_choices[sound_on_index], "Yes") != NULL;
  138. if (player_attacked)
  139. {
  140. if (vibration_allowed && sound_allowed)
  141. {
  142. notification_message(notifications, &sequence_success);
  143. }
  144. else if (vibration_allowed && !sound_allowed)
  145. {
  146. notification_message(notifications, &sequence_single_vibro);
  147. }
  148. else if (!vibration_allowed && sound_allowed)
  149. {
  150. // change this to sound later
  151. notification_message(notifications, &sequence_blink_blue_100);
  152. }
  153. else
  154. {
  155. notification_message(notifications, &sequence_blink_blue_100);
  156. }
  157. FURI_LOG_I("Game", "Player attacked enemy '%s'!", enemy_context->id);
  158. }
  159. else
  160. {
  161. if (vibration_allowed && sound_allowed)
  162. {
  163. notification_message(notifications, &sequence_error);
  164. }
  165. else if (vibration_allowed && !sound_allowed)
  166. {
  167. notification_message(notifications, &sequence_single_vibro);
  168. }
  169. else if (!vibration_allowed && sound_allowed)
  170. {
  171. // change this to sound later
  172. notification_message(notifications, &sequence_blink_red_100);
  173. }
  174. else
  175. {
  176. notification_message(notifications, &sequence_blink_red_100);
  177. }
  178. FURI_LOG_I("Game", "Enemy '%s' attacked the player!", enemy_context->id);
  179. }
  180. // close the notifications
  181. furi_record_close(RECORD_NOTIFICATION);
  182. }
  183. // Enemy collision function
  184. static void enemy_collision(Entity *self, Entity *other, GameManager *manager, void *context)
  185. {
  186. if (!self || !other || !context || !manager)
  187. {
  188. FURI_LOG_E("Game", "Enemy collision: Invalid parameters");
  189. return;
  190. }
  191. EntityContext *enemy_context = (EntityContext *)context;
  192. furi_check(enemy_context, "Enemy collision: EntityContext is NULL");
  193. GameContext *game_context = game_manager_game_context_get(manager);
  194. furi_check(game_context, "Enemy collision: GameContext is NULL");
  195. if (game_context->game_mode == GAME_MODE_STORY && game_context->tutorial_step != 4)
  196. {
  197. // FURI_LOG_I("Game", "Enemy collision: No enemies in story mode");
  198. return;
  199. }
  200. // Check if the enemy collided with the player
  201. if (entity_description_get(other) == &player_desc)
  202. {
  203. // Get positions of the enemy and the player
  204. Vector enemy_pos = entity_pos_get(self);
  205. Vector player_pos = entity_pos_get(other);
  206. // Determine if the enemy is facing the player or player is facing the enemy
  207. bool enemy_is_facing_player = false;
  208. bool player_is_facing_enemy = false;
  209. // Determine if the enemy is facing the player
  210. if ((enemy_context->direction == ENTITY_LEFT && player_pos.x < enemy_pos.x) ||
  211. (enemy_context->direction == ENTITY_RIGHT && player_pos.x > enemy_pos.x) ||
  212. (enemy_context->direction == ENTITY_UP && player_pos.y < enemy_pos.y) ||
  213. (enemy_context->direction == ENTITY_DOWN && player_pos.y > enemy_pos.y))
  214. {
  215. enemy_is_facing_player = true;
  216. }
  217. // Determine if the player is facing the enemy
  218. if ((game_context->player_context->direction == ENTITY_LEFT && enemy_pos.x < player_pos.x) ||
  219. (game_context->player_context->direction == ENTITY_RIGHT && enemy_pos.x > player_pos.x) ||
  220. (game_context->player_context->direction == ENTITY_UP && enemy_pos.y < player_pos.y) ||
  221. (game_context->player_context->direction == ENTITY_DOWN && enemy_pos.y > player_pos.y))
  222. {
  223. player_is_facing_enemy = true;
  224. }
  225. // Handle Player Attacking Enemy (Press OK, facing enemy, and enemy not facing player)
  226. if (player_is_facing_enemy && game_context->last_button == GameKeyOk && !enemy_is_facing_player)
  227. {
  228. if (game_context->game_mode == GAME_MODE_STORY && game_context->tutorial_step == 4)
  229. {
  230. // FURI_LOG_I("Game", "Player attacked enemy '%s'!", enemy_context->id);
  231. game_context->tutorial_step++;
  232. }
  233. // Reset last button
  234. game_context->last_button = -1;
  235. if (game_context->player_context->elapsed_attack_timer >= game_context->player_context->attack_timer)
  236. {
  237. atk_notify(game_context, enemy_context, true);
  238. // Reset player's elapsed attack timer
  239. game_context->player_context->elapsed_attack_timer = 0.0f;
  240. enemy_context->elapsed_attack_timer = 0.0f; // Reset enemy's attack timer to block enemy attack
  241. // Increase XP by the enemy's strength
  242. game_context->player_context->xp += enemy_context->strength;
  243. // Increase healthy by 10% of the enemy's strength
  244. game_context->player_context->health += enemy_context->strength * 0.1f;
  245. if (game_context->player_context->health > game_context->player_context->max_health)
  246. {
  247. game_context->player_context->health = game_context->player_context->max_health;
  248. }
  249. // Decrease enemy health by player strength
  250. enemy_context->health -= game_context->player_context->strength;
  251. if (enemy_context->health <= 0)
  252. {
  253. enemy_context->state = ENTITY_DEAD;
  254. // Reset enemy position and health
  255. enemy_context->health = 100; // this needs to be set to the enemy's max health
  256. // remove from game context and set in safe zone
  257. game_context->enemies[enemy_context->index] = NULL;
  258. game_context->enemy_count--;
  259. entity_collider_remove(self);
  260. entity_pos_set(self, (Vector){-100, -100});
  261. return;
  262. }
  263. else
  264. {
  265. enemy_context->state = ENTITY_ATTACKED;
  266. // Vector old_pos = entity_pos_get(self);
  267. // Bounce the enemy back by X units opposite their last movement direction
  268. enemy_pos.x -= game_context->player_context->dx * enemy_context->radius + game_context->icon_offset;
  269. // enemy_pos.y -= game_context->player_context->dy * enemy_context->radius + game_context->icon_offset;
  270. entity_pos_set(self, enemy_pos);
  271. // Reset enemy's movement direction to prevent immediate re-collision
  272. game_context->player_context->dx = 0;
  273. game_context->player_context->dy = 0;
  274. }
  275. }
  276. else
  277. {
  278. 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));
  279. }
  280. }
  281. // Handle Enemy Attacking Player (enemy facing player)
  282. else if (enemy_is_facing_player)
  283. {
  284. if (enemy_context->elapsed_attack_timer >= enemy_context->attack_timer)
  285. {
  286. atk_notify(game_context, enemy_context, false);
  287. // Reset enemy's elapsed attack timer
  288. enemy_context->elapsed_attack_timer = 0.0f;
  289. // Decrease player health by enemy strength
  290. game_context->player_context->health -= enemy_context->strength;
  291. if (game_context->player_context->health <= 0)
  292. {
  293. FURI_LOG_I("Game", "Player is dead.. resetting player position and health");
  294. game_context->player_context->state = ENTITY_DEAD;
  295. // Reset player position and health
  296. entity_pos_set(other, game_context->player_context->start_position);
  297. game_context->player_context->health = game_context->player_context->max_health;
  298. // subtract player's XP by the enemy's strength
  299. game_context->player_context->xp -= enemy_context->strength;
  300. if ((int)game_context->player_context->xp < 0)
  301. {
  302. game_context->player_context->xp = 0;
  303. }
  304. }
  305. else
  306. {
  307. FURI_LOG_I("Game", "Player took %f damage from enemy '%s'", (double)enemy_context->strength, enemy_context->id);
  308. game_context->player_context->state = ENTITY_ATTACKED;
  309. // Bounce the player back by X units opposite their last movement direction
  310. player_pos.x -= game_context->player_context->dx * enemy_context->radius + game_context->icon_offset;
  311. // player_pos.y -= game_context->player_context->dy * enemy_context->radius + game_context->icon_offset;
  312. entity_pos_set(other, player_pos);
  313. // Reset player's movement direction to prevent immediate re-collision
  314. game_context->player_context->dx = 0;
  315. game_context->player_context->dy = 0;
  316. }
  317. }
  318. }
  319. else // handle other collisions
  320. {
  321. // Set the player's old position to prevent collision
  322. entity_pos_set(other, game_context->player_context->old_position);
  323. // Reset player's movement direction to prevent immediate re-collision
  324. game_context->player_context->dx = 0;
  325. game_context->player_context->dy = 0;
  326. }
  327. if (game_context->player_context->state == ENTITY_DEAD)
  328. {
  329. // Reset player's position and health
  330. entity_pos_set(other, game_context->player_context->start_position);
  331. game_context->player_context->health = game_context->player_context->max_health;
  332. }
  333. }
  334. // if not player than must be an icon or npc; so push back
  335. else
  336. {
  337. // push enemy back
  338. Vector enemy_pos = entity_pos_get(self);
  339. switch (enemy_context->direction)
  340. {
  341. case ENTITY_LEFT:
  342. enemy_pos.x += (enemy_context->size.x + game_context->icon_offset);
  343. break;
  344. case ENTITY_RIGHT:
  345. enemy_pos.x -= (enemy_context->size.x + game_context->icon_offset);
  346. break;
  347. case ENTITY_UP:
  348. enemy_pos.y += (enemy_context->size.y + game_context->icon_offset);
  349. break;
  350. case ENTITY_DOWN:
  351. enemy_pos.y -= (enemy_context->size.y + game_context->icon_offset);
  352. break;
  353. default:
  354. break;
  355. }
  356. entity_pos_set(self, enemy_pos);
  357. }
  358. }
  359. // Enemy update function
  360. static void enemy_update(Entity *self, GameManager *manager, void *context)
  361. {
  362. if (!self || !context || !manager)
  363. return;
  364. EntityContext *enemy_context = (EntityContext *)context;
  365. if (!enemy_context || enemy_context->state == ENTITY_DEAD)
  366. {
  367. return;
  368. }
  369. GameContext *game_context = game_manager_game_context_get(manager);
  370. if (!game_context)
  371. {
  372. FURI_LOG_E("Game", "Enemy update: Failed to get GameContext");
  373. return;
  374. }
  375. float delta_time = 1.0f / game_context->fps;
  376. // Increment the elapsed_attack_timer for the enemy
  377. enemy_context->elapsed_attack_timer += delta_time;
  378. switch (enemy_context->state)
  379. {
  380. case ENTITY_IDLE:
  381. // Increment the elapsed_move_timer
  382. enemy_context->elapsed_move_timer += delta_time;
  383. // Check if it's time to move again
  384. if (enemy_context->elapsed_move_timer >= enemy_context->move_timer)
  385. {
  386. // Determine the next state based on the current position
  387. Vector current_pos = entity_pos_get(self);
  388. if (fabs(current_pos.x - enemy_context->start_position.x) < (double)1.0 &&
  389. fabs(current_pos.y - enemy_context->start_position.y) < (double)1.0)
  390. {
  391. enemy_context->state = ENTITY_MOVING_TO_END;
  392. }
  393. else
  394. {
  395. enemy_context->state = ENTITY_MOVING_TO_START;
  396. }
  397. enemy_context->elapsed_move_timer = 0.0f;
  398. }
  399. break;
  400. case ENTITY_MOVING_TO_END:
  401. case ENTITY_MOVING_TO_START:
  402. case ENTITY_ATTACKED:
  403. {
  404. // Get current position
  405. Vector current_pos = entity_pos_get(self);
  406. if (enemy_context->state == ENTITY_ATTACKED)
  407. {
  408. // set direction again
  409. enemy_context->state = enemy_context->direction == ENTITY_LEFT ? ENTITY_MOVING_TO_START : ENTITY_MOVING_TO_END;
  410. }
  411. // Determine the target position based on the current state
  412. Vector target_position = (enemy_context->state == ENTITY_MOVING_TO_END) ? enemy_context->end_position : enemy_context->start_position;
  413. Vector direction_vector = {0, 0};
  414. // Calculate direction towards the target
  415. if (current_pos.x < target_position.x)
  416. {
  417. direction_vector.x = 1.0f;
  418. enemy_context->direction = ENTITY_RIGHT;
  419. }
  420. else if (current_pos.x > target_position.x)
  421. {
  422. direction_vector.x = -1.0f;
  423. enemy_context->direction = ENTITY_LEFT;
  424. }
  425. if (current_pos.y < target_position.y)
  426. {
  427. direction_vector.y = 1.0f;
  428. enemy_context->direction = ENTITY_DOWN;
  429. }
  430. else if (current_pos.y > target_position.y)
  431. {
  432. direction_vector.y = -1.0f;
  433. enemy_context->direction = ENTITY_UP;
  434. }
  435. // Normalize direction vector
  436. float length = sqrt(direction_vector.x * direction_vector.x + direction_vector.y * direction_vector.y);
  437. if (length != 0)
  438. {
  439. direction_vector.x /= length;
  440. direction_vector.y /= length;
  441. }
  442. // Update position based on direction and speed
  443. Vector new_pos = current_pos;
  444. new_pos.x += direction_vector.x * enemy_context->speed * delta_time;
  445. new_pos.y += direction_vector.y * enemy_context->speed * delta_time;
  446. // Clamp the position to the target to prevent overshooting
  447. if ((direction_vector.x > 0.0f && new_pos.x > target_position.x) ||
  448. (direction_vector.x < 0.0f && new_pos.x < target_position.x))
  449. {
  450. new_pos.x = target_position.x;
  451. }
  452. if ((direction_vector.y > 0.0f && new_pos.y > target_position.y) ||
  453. (direction_vector.y < 0.0f && new_pos.y < target_position.y))
  454. {
  455. new_pos.y = target_position.y;
  456. }
  457. entity_pos_set(self, new_pos);
  458. // Check if the enemy has reached or surpassed the target_position
  459. bool reached_x = fabs(new_pos.x - target_position.x) < (double)1.0;
  460. bool reached_y = fabs(new_pos.y - target_position.y) < (double)1.0;
  461. // If reached the target position on both axes, transition to IDLE
  462. if (reached_x && reached_y)
  463. {
  464. enemy_context->state = ENTITY_IDLE;
  465. enemy_context->elapsed_move_timer = 0.0f;
  466. }
  467. }
  468. break;
  469. default:
  470. break;
  471. }
  472. }
  473. // Free function for the entity
  474. static void enemy_free(Entity *self, GameManager *manager, void *context)
  475. {
  476. UNUSED(self);
  477. UNUSED(manager);
  478. UNUSED(context);
  479. if (enemy_context_generic)
  480. {
  481. free(enemy_context_generic);
  482. enemy_context_generic = NULL;
  483. }
  484. }
  485. // Enemy behavior structure
  486. static const EntityDescription _generic_enemy = {
  487. .start = enemy_start,
  488. .stop = enemy_free,
  489. .update = enemy_update,
  490. .render = enemy_render,
  491. .collision = enemy_collision,
  492. .event = NULL,
  493. .context_size = sizeof(EntityContext),
  494. };
  495. // Enemy function to return the entity description
  496. const EntityDescription *enemy(
  497. GameManager *manager,
  498. const char *id,
  499. int index,
  500. Vector start_position,
  501. Vector end_position,
  502. float move_timer, // Wait duration before moving again
  503. float speed,
  504. float attack_timer,
  505. float strength,
  506. float health,
  507. bool is_user)
  508. {
  509. SpriteContext *sprite_context = get_sprite_context(id);
  510. if (!sprite_context)
  511. {
  512. FURI_LOG_E("Game", "Failed to get SpriteContext");
  513. return NULL;
  514. }
  515. // Allocate a new EntityContext with provided parameters
  516. enemy_context_generic = enemy_generic_alloc(
  517. id,
  518. index,
  519. (Vector){sprite_context->width, sprite_context->height},
  520. start_position,
  521. end_position,
  522. move_timer, // Set wait duration
  523. speed,
  524. attack_timer,
  525. strength,
  526. health,
  527. is_user);
  528. if (!enemy_context_generic)
  529. {
  530. FURI_LOG_E("Game", "Failed to allocate EntityContext");
  531. return NULL;
  532. }
  533. // assign sprites to the context
  534. enemy_context_generic->sprite_right = game_manager_sprite_load(manager, sprite_context->right_file_name);
  535. enemy_context_generic->sprite_left = game_manager_sprite_load(manager, sprite_context->left_file_name);
  536. // Set initial direction based on start and end positions
  537. if (start_position.x < end_position.x)
  538. {
  539. enemy_context_generic->direction = ENTITY_RIGHT;
  540. }
  541. else
  542. {
  543. enemy_context_generic->direction = ENTITY_LEFT;
  544. }
  545. // Set initial state based on movement
  546. if (start_position.x != end_position.x || start_position.y != end_position.y)
  547. {
  548. enemy_context_generic->state = ENTITY_MOVING_TO_END;
  549. }
  550. else
  551. {
  552. enemy_context_generic->state = ENTITY_IDLE;
  553. }
  554. free(sprite_context);
  555. return &_generic_enemy;
  556. }
  557. void spawn_enemy(Level *level, GameManager *manager, FuriString *json)
  558. {
  559. if (!level || !manager || !json)
  560. {
  561. FURI_LOG_E("Game", "Level, GameManager, or JSON is NULL");
  562. return;
  563. }
  564. FuriString *id = get_json_value_furi("id", json);
  565. FuriString *_index = get_json_value_furi("index", json);
  566. //
  567. FuriString *start_position = get_json_value_furi("start_position", json);
  568. FuriString *start_position_x = get_json_value_furi("x", start_position);
  569. FuriString *start_position_y = get_json_value_furi("y", start_position);
  570. //
  571. FuriString *end_position = get_json_value_furi("end_position", json);
  572. FuriString *end_position_x = get_json_value_furi("x", end_position);
  573. FuriString *end_position_y = get_json_value_furi("y", end_position);
  574. //
  575. FuriString *move_timer = get_json_value_furi("move_timer", json);
  576. FuriString *speed = get_json_value_furi("speed", json);
  577. FuriString *attack_timer = get_json_value_furi("attack_timer", json);
  578. FuriString *strength = get_json_value_furi("strength", json);
  579. FuriString *health = get_json_value_furi("health", json);
  580. //
  581. 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)
  582. {
  583. FURI_LOG_E("Game", "Failed to parse JSON values");
  584. return;
  585. }
  586. FuriString *is_user = get_json_value_furi("is_user", json);
  587. bool is_user_value = false;
  588. if (is_user)
  589. {
  590. is_user_value = strstr(furi_string_get_cstr(is_user), "true") != NULL;
  591. }
  592. GameContext *game_context = game_manager_game_context_get(manager);
  593. if (game_context && game_context->enemy_count < MAX_ENEMIES && !game_context->enemies[game_context->enemy_count])
  594. {
  595. game_context->enemies[game_context->enemy_count] = level_add_entity(level, enemy(
  596. manager,
  597. furi_string_get_cstr(id),
  598. atoi(furi_string_get_cstr(_index)),
  599. (Vector){atof_furi(start_position_x), atof_furi(start_position_y)},
  600. (Vector){atof_furi(end_position_x), atof_furi(end_position_y)},
  601. atof_furi(move_timer),
  602. atof_furi(speed),
  603. atof_furi(attack_timer),
  604. atof_furi(strength),
  605. atof_furi(health),
  606. is_user_value));
  607. game_context->enemy_count++;
  608. }
  609. furi_string_free(id);
  610. furi_string_free(_index);
  611. furi_string_free(start_position);
  612. furi_string_free(start_position_x);
  613. furi_string_free(start_position_y);
  614. furi_string_free(end_position);
  615. furi_string_free(end_position_x);
  616. furi_string_free(end_position_y);
  617. furi_string_free(move_timer);
  618. furi_string_free(speed);
  619. furi_string_free(attack_timer);
  620. furi_string_free(strength);
  621. furi_string_free(health);
  622. if (is_user)
  623. {
  624. furi_string_free(is_user);
  625. }
  626. }