enemy.c 29 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. static void pvp_position(GameContext *game_context, EntityContext *enemy)
  360. {
  361. if (!game_context || !enemy)
  362. {
  363. FURI_LOG_E("Game", "PVP position: Invalid parameters");
  364. return;
  365. }
  366. if (game_context->fhttp->last_response != NULL && strlen(game_context->fhttp->last_response) > 0)
  367. {
  368. // parse the response and set the enemy position
  369. /* expected response:
  370. {
  371. "u": "JBlanked",
  372. "xp": 37743,
  373. "h": 207,
  374. "ehr": 0.7,
  375. "eat": 127.5,
  376. "d": 2,
  377. "s": 1,
  378. "sp": {
  379. "x": 381.0,
  380. "y": 192.0
  381. }
  382. }
  383. */
  384. // FuriStrings are probably safer but we already last_response as a char*
  385. // we need the health, elapsed attack timer, direction, and position
  386. char *h = get_json_value("h", game_context->fhttp->last_response);
  387. char *eat = get_json_value("eat", game_context->fhttp->last_response);
  388. char *d = get_json_value("d", game_context->fhttp->last_response);
  389. char *sp = get_json_value("sp", game_context->fhttp->last_response);
  390. char *x = get_json_value("x", sp);
  391. char *y = get_json_value("y", sp);
  392. if (!h || !eat || !d || !sp || !x || !y)
  393. {
  394. FURI_LOG_E("Game", "PVP position: Failed to parse enemy data");
  395. return;
  396. }
  397. // set enemy info
  398. enemy->health = (float)atoi(h);
  399. enemy->elapsed_attack_timer = (float)atof_(eat);
  400. switch (atoi(d))
  401. {
  402. case 0:
  403. enemy->direction = ENTITY_LEFT;
  404. break;
  405. case 1:
  406. enemy->direction = ENTITY_RIGHT;
  407. break;
  408. case 2:
  409. enemy->direction = ENTITY_UP;
  410. break;
  411. case 3:
  412. enemy->direction = ENTITY_DOWN;
  413. break;
  414. default:
  415. enemy->direction = ENTITY_RIGHT;
  416. break;
  417. }
  418. enemy->start_position.x = (float)atoi(x);
  419. enemy->start_position.y = (float)atoi(y);
  420. enemy->end_position.x = (float)atoi(x);
  421. enemy->end_position.y = (float)atoi(y);
  422. }
  423. }
  424. // Enemy update function
  425. static void enemy_update(Entity *self, GameManager *manager, void *context)
  426. {
  427. if (!self || !context || !manager)
  428. return;
  429. EntityContext *enemy_context = (EntityContext *)context;
  430. if (!enemy_context || enemy_context->state == ENTITY_DEAD)
  431. {
  432. return;
  433. }
  434. GameContext *game_context = game_manager_game_context_get(manager);
  435. if (!game_context)
  436. {
  437. FURI_LOG_E("Game", "Enemy update: Failed to get GameContext");
  438. return;
  439. }
  440. if (game_context->game_mode == GAME_MODE_PVP)
  441. {
  442. // update enemy position
  443. pvp_position(game_context, enemy_context);
  444. }
  445. float delta_time = 1.0f / game_context->fps;
  446. // Increment the elapsed_attack_timer for the enemy
  447. enemy_context->elapsed_attack_timer += delta_time;
  448. switch (enemy_context->state)
  449. {
  450. case ENTITY_IDLE:
  451. // Increment the elapsed_move_timer
  452. enemy_context->elapsed_move_timer += delta_time;
  453. // Check if it's time to move again
  454. if (enemy_context->elapsed_move_timer >= enemy_context->move_timer)
  455. {
  456. // Determine the next state based on the current position
  457. Vector current_pos = entity_pos_get(self);
  458. if (fabs(current_pos.x - enemy_context->start_position.x) < (double)1.0 &&
  459. fabs(current_pos.y - enemy_context->start_position.y) < (double)1.0)
  460. {
  461. enemy_context->state = ENTITY_MOVING_TO_END;
  462. }
  463. else
  464. {
  465. enemy_context->state = ENTITY_MOVING_TO_START;
  466. }
  467. enemy_context->elapsed_move_timer = 0.0f;
  468. }
  469. break;
  470. case ENTITY_MOVING_TO_END:
  471. case ENTITY_MOVING_TO_START:
  472. case ENTITY_ATTACKED:
  473. {
  474. // Get current position
  475. Vector current_pos = entity_pos_get(self);
  476. if (enemy_context->state == ENTITY_ATTACKED)
  477. {
  478. // set direction again
  479. enemy_context->state = enemy_context->direction == ENTITY_LEFT ? ENTITY_MOVING_TO_START : ENTITY_MOVING_TO_END;
  480. }
  481. // Determine the target position based on the current state
  482. Vector target_position = (enemy_context->state == ENTITY_MOVING_TO_END) ? enemy_context->end_position : enemy_context->start_position;
  483. Vector direction_vector = {0, 0};
  484. // Calculate direction towards the target
  485. if (current_pos.x < target_position.x)
  486. {
  487. direction_vector.x = 1.0f;
  488. enemy_context->direction = ENTITY_RIGHT;
  489. }
  490. else if (current_pos.x > target_position.x)
  491. {
  492. direction_vector.x = -1.0f;
  493. enemy_context->direction = ENTITY_LEFT;
  494. }
  495. if (current_pos.y < target_position.y)
  496. {
  497. direction_vector.y = 1.0f;
  498. enemy_context->direction = ENTITY_DOWN;
  499. }
  500. else if (current_pos.y > target_position.y)
  501. {
  502. direction_vector.y = -1.0f;
  503. enemy_context->direction = ENTITY_UP;
  504. }
  505. // Normalize direction vector
  506. float length = sqrt(direction_vector.x * direction_vector.x + direction_vector.y * direction_vector.y);
  507. if (length != 0)
  508. {
  509. direction_vector.x /= length;
  510. direction_vector.y /= length;
  511. }
  512. // Update position based on direction and speed
  513. Vector new_pos = current_pos;
  514. new_pos.x += direction_vector.x * enemy_context->speed * delta_time;
  515. new_pos.y += direction_vector.y * enemy_context->speed * delta_time;
  516. // Clamp the position to the target to prevent overshooting
  517. if ((direction_vector.x > 0.0f && new_pos.x > target_position.x) ||
  518. (direction_vector.x < 0.0f && new_pos.x < target_position.x))
  519. {
  520. new_pos.x = target_position.x;
  521. }
  522. if ((direction_vector.y > 0.0f && new_pos.y > target_position.y) ||
  523. (direction_vector.y < 0.0f && new_pos.y < target_position.y))
  524. {
  525. new_pos.y = target_position.y;
  526. }
  527. entity_pos_set(self, new_pos);
  528. // Check if the enemy has reached or surpassed the target_position
  529. bool reached_x = fabs(new_pos.x - target_position.x) < (double)1.0;
  530. bool reached_y = fabs(new_pos.y - target_position.y) < (double)1.0;
  531. // If reached the target position on both axes, transition to IDLE
  532. if (reached_x && reached_y)
  533. {
  534. enemy_context->state = ENTITY_IDLE;
  535. enemy_context->elapsed_move_timer = 0.0f;
  536. }
  537. }
  538. break;
  539. default:
  540. break;
  541. }
  542. }
  543. // Free function for the entity
  544. static void enemy_free(Entity *self, GameManager *manager, void *context)
  545. {
  546. UNUSED(self);
  547. UNUSED(manager);
  548. UNUSED(context);
  549. if (enemy_context_generic)
  550. {
  551. free(enemy_context_generic);
  552. enemy_context_generic = NULL;
  553. }
  554. }
  555. // Enemy behavior structure
  556. static const EntityDescription _generic_enemy = {
  557. .start = enemy_start,
  558. .stop = enemy_free,
  559. .update = enemy_update,
  560. .render = enemy_render,
  561. .collision = enemy_collision,
  562. .event = NULL,
  563. .context_size = sizeof(EntityContext),
  564. };
  565. // Enemy function to return the entity description
  566. const EntityDescription *enemy(
  567. GameManager *manager,
  568. const char *id,
  569. int index,
  570. Vector start_position,
  571. Vector end_position,
  572. float move_timer, // Wait duration before moving again
  573. float speed,
  574. float attack_timer,
  575. float strength,
  576. float health,
  577. bool is_user)
  578. {
  579. SpriteContext *sprite_context = get_sprite_context(id);
  580. if (!sprite_context)
  581. {
  582. FURI_LOG_E("Game", "Failed to get SpriteContext");
  583. return NULL;
  584. }
  585. // Allocate a new EntityContext with provided parameters
  586. enemy_context_generic = enemy_generic_alloc(
  587. id,
  588. index,
  589. (Vector){sprite_context->width, sprite_context->height},
  590. start_position,
  591. end_position,
  592. move_timer, // Set wait duration
  593. speed,
  594. attack_timer,
  595. strength,
  596. health,
  597. is_user);
  598. if (!enemy_context_generic)
  599. {
  600. FURI_LOG_E("Game", "Failed to allocate EntityContext");
  601. return NULL;
  602. }
  603. // assign sprites to the context
  604. enemy_context_generic->sprite_right = game_manager_sprite_load(manager, sprite_context->right_file_name);
  605. enemy_context_generic->sprite_left = game_manager_sprite_load(manager, sprite_context->left_file_name);
  606. // Set initial direction based on start and end positions
  607. if (start_position.x < end_position.x)
  608. {
  609. enemy_context_generic->direction = ENTITY_RIGHT;
  610. }
  611. else
  612. {
  613. enemy_context_generic->direction = ENTITY_LEFT;
  614. }
  615. // Set initial state based on movement
  616. if (start_position.x != end_position.x || start_position.y != end_position.y)
  617. {
  618. enemy_context_generic->state = ENTITY_MOVING_TO_END;
  619. }
  620. else
  621. {
  622. enemy_context_generic->state = ENTITY_IDLE;
  623. }
  624. free(sprite_context);
  625. return &_generic_enemy;
  626. }
  627. void spawn_enemy(Level *level, GameManager *manager, FuriString *json)
  628. {
  629. if (!level || !manager || !json)
  630. {
  631. FURI_LOG_E("Game", "Level, GameManager, or JSON is NULL");
  632. return;
  633. }
  634. FuriString *id = get_json_value_furi("id", json);
  635. FuriString *_index = get_json_value_furi("index", json);
  636. //
  637. FuriString *start_position = get_json_value_furi("start_position", json);
  638. FuriString *start_position_x = get_json_value_furi("x", start_position);
  639. FuriString *start_position_y = get_json_value_furi("y", start_position);
  640. //
  641. FuriString *end_position = get_json_value_furi("end_position", json);
  642. FuriString *end_position_x = get_json_value_furi("x", end_position);
  643. FuriString *end_position_y = get_json_value_furi("y", end_position);
  644. //
  645. FuriString *move_timer = get_json_value_furi("move_timer", json);
  646. FuriString *speed = get_json_value_furi("speed", json);
  647. FuriString *attack_timer = get_json_value_furi("attack_timer", json);
  648. FuriString *strength = get_json_value_furi("strength", json);
  649. FuriString *health = get_json_value_furi("health", json);
  650. //
  651. 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)
  652. {
  653. FURI_LOG_E("Game", "Failed to parse JSON values");
  654. return;
  655. }
  656. FuriString *is_user = get_json_value_furi("is_user", json);
  657. bool is_user_value = false;
  658. if (is_user)
  659. {
  660. is_user_value = strstr(furi_string_get_cstr(is_user), "true") != NULL;
  661. }
  662. GameContext *game_context = game_manager_game_context_get(manager);
  663. if (game_context && game_context->enemy_count < MAX_ENEMIES && !game_context->enemies[game_context->enemy_count])
  664. {
  665. game_context->enemies[game_context->enemy_count] = level_add_entity(level, enemy(
  666. manager,
  667. furi_string_get_cstr(id),
  668. atoi(furi_string_get_cstr(_index)),
  669. (Vector){atof_furi(start_position_x), atof_furi(start_position_y)},
  670. (Vector){atof_furi(end_position_x), atof_furi(end_position_y)},
  671. atof_furi(move_timer),
  672. atof_furi(speed),
  673. atof_furi(attack_timer),
  674. atof_furi(strength),
  675. atof_furi(health),
  676. is_user_value));
  677. game_context->enemy_count++;
  678. }
  679. furi_string_free(id);
  680. furi_string_free(_index);
  681. furi_string_free(start_position);
  682. furi_string_free(start_position_x);
  683. furi_string_free(start_position_y);
  684. furi_string_free(end_position);
  685. furi_string_free(end_position_x);
  686. furi_string_free(end_position_y);
  687. furi_string_free(move_timer);
  688. furi_string_free(speed);
  689. furi_string_free(attack_timer);
  690. furi_string_free(strength);
  691. furi_string_free(health);
  692. if (is_user)
  693. {
  694. furi_string_free(is_user);
  695. }
  696. }