player.c 7.8 KB

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  1. #include <game/player.h>
  2. #include <game/storage.h>
  3. /****** Entities: Player ******/
  4. static Level *get_next_level(GameManager *manager)
  5. {
  6. Level *current_level = game_manager_current_level_get(manager);
  7. GameContext *game_context = game_manager_game_context_get(manager);
  8. for (int i = 0; i < game_context->level_count; i++)
  9. {
  10. if (game_context->levels[i] == current_level)
  11. {
  12. // check if i+1 is out of bounds, if so, return the first level
  13. game_context->current_level = (i + 1) % game_context->level_count;
  14. return game_context->levels[(i + 1) % game_context->level_count] ? game_context->levels[(i + 1) % game_context->level_count] : game_context->levels[0];
  15. }
  16. }
  17. game_context->current_level = 0;
  18. return game_context->levels[0] ? game_context->levels[0] : game_manager_add_level(manager, generic_level("town_world", 0));
  19. }
  20. void player_spawn(Level *level, GameManager *manager)
  21. {
  22. GameContext *game_context = game_manager_game_context_get(manager);
  23. game_context->players[0] = level_add_entity(level, &player_desc);
  24. // Set player position.
  25. entity_pos_set(game_context->players[0], (Vector){WORLD_WIDTH / 2, WORLD_HEIGHT / 2});
  26. // Add collision box to player entity
  27. // Box is centered in player x and y, and it's size is 10x10
  28. entity_collider_add_rect(game_context->players[0], 10 + PLAYER_COLLISION_HORIZONTAL, 10 + PLAYER_COLLISION_VERTICAL);
  29. // Get player context
  30. PlayerContext *player_context = entity_context_get(game_context->players[0]);
  31. PlayerContext *loaded_player_context = load_player_context();
  32. if (!loaded_player_context)
  33. {
  34. // Load player sprite
  35. player_context->sprite_right = game_manager_sprite_load(manager, "player_right_naked_10x10px.fxbm");
  36. player_context->sprite_left = game_manager_sprite_load(manager, "player_left_naked_10x10px.fxbm");
  37. player_context->direction = PLAYER_RIGHT; // default direction
  38. player_context->health = 100;
  39. player_context->strength = 10;
  40. player_context->level = 1;
  41. player_context->xp = 0;
  42. player_context->start_position = entity_pos_get(game_context->players[0]);
  43. player_context->attack_timer = 0.5f;
  44. player_context->elapsed_attack_timer = player_context->attack_timer;
  45. player_context->health_regen = 1; // 1 health per second
  46. player_context->elapsed_health_regen = 0;
  47. player_context->max_health = 100 + ((player_context->level - 1) * 10); // 10 health per level
  48. // Set player username
  49. if (!load_char("Flip-Social-Username", player_context->username, 32))
  50. {
  51. snprintf(player_context->username, 32, "Player");
  52. }
  53. game_context->player_context = player_context;
  54. return;
  55. }
  56. // Copy loaded player context to player context
  57. memcpy(player_context, loaded_player_context, sizeof(PlayerContext));
  58. game_context->player_context = player_context;
  59. // Free loaded player context
  60. free(loaded_player_context);
  61. // Load player sprite (we'll add this to the JSON later when players can choose their sprite)
  62. player_context->sprite_right = game_manager_sprite_load(manager, "player_right_naked_10x10px.fxbm");
  63. player_context->sprite_left = game_manager_sprite_load(manager, "player_left_naked_10x10px.fxbm");
  64. // save the player context to storage
  65. save_player_context(player_context);
  66. }
  67. // Modify player_update to track direction
  68. static void player_update(Entity *self, GameManager *manager, void *context)
  69. {
  70. PlayerContext *player = (PlayerContext *)context;
  71. InputState input = game_manager_input_get(manager);
  72. Vector pos = entity_pos_get(self);
  73. GameContext *game_context = game_manager_game_context_get(manager);
  74. // apply health regeneration
  75. player->elapsed_health_regen += 1.0f / game_context->fps;
  76. if (player->elapsed_health_regen >= 1.0f && player->health < player->max_health)
  77. {
  78. player->health += (player->health_regen + player->health > player->max_health) ? player->max_health - player->health : player->health_regen;
  79. player->elapsed_health_regen = 0;
  80. }
  81. // Increment the elapsed_attack_timer for the player
  82. player->elapsed_attack_timer += 1.0f / game_context->fps;
  83. // Store previous direction
  84. int prev_dx = player->dx;
  85. int prev_dy = player->dy;
  86. // Reset movement deltas each frame
  87. player->dx = 0;
  88. player->dy = 0;
  89. // Handle movement input
  90. if (input.held & GameKeyUp)
  91. {
  92. pos.y -= 2;
  93. player->dy = -1;
  94. player->direction = PLAYER_UP;
  95. game_context->user_input = GameKeyUp;
  96. }
  97. if (input.held & GameKeyDown)
  98. {
  99. pos.y += 2;
  100. player->dy = 1;
  101. player->direction = PLAYER_DOWN;
  102. game_context->user_input = GameKeyDown;
  103. }
  104. if (input.held & GameKeyLeft)
  105. {
  106. pos.x -= 2;
  107. player->dx = -1;
  108. player->direction = PLAYER_LEFT;
  109. game_context->user_input = GameKeyLeft;
  110. }
  111. if (input.held & GameKeyRight)
  112. {
  113. pos.x += 2;
  114. player->dx = 1;
  115. player->direction = PLAYER_RIGHT;
  116. game_context->user_input = GameKeyRight;
  117. }
  118. // Clamp the player's position to stay within world bounds
  119. pos.x = CLAMP(pos.x, WORLD_WIDTH - 5, 5);
  120. pos.y = CLAMP(pos.y, WORLD_HEIGHT - 5, 5);
  121. // Update player position
  122. entity_pos_set(self, pos);
  123. // switch levels if holding OK
  124. if (input.held & GameKeyOk)
  125. {
  126. // if all enemies are dead, allow the "OK" button to switch levels
  127. // otherwise the "OK" button will be used to attack
  128. if (game_context->enemy_count == 0)
  129. {
  130. game_manager_next_level_set(manager, get_next_level(manager));
  131. furi_delay_ms(500);
  132. }
  133. else
  134. {
  135. game_context->user_input = GameKeyOk;
  136. furi_delay_ms(100);
  137. }
  138. return;
  139. }
  140. // If the player is not moving, retain the last movement direction
  141. if (player->dx == 0 && player->dy == 0)
  142. {
  143. player->dx = prev_dx;
  144. player->dy = prev_dy;
  145. player->state = PLAYER_IDLE;
  146. game_context->user_input = -1; // reset user input
  147. }
  148. else
  149. {
  150. player->state = PLAYER_MOVING;
  151. }
  152. // Handle back button to stop the game
  153. if (input.pressed & GameKeyBack)
  154. {
  155. game_manager_game_stop(manager);
  156. }
  157. }
  158. static void player_render(Entity *self, GameManager *manager, Canvas *canvas, void *context)
  159. {
  160. // Get player context
  161. UNUSED(manager);
  162. PlayerContext *player = context;
  163. // Get player position
  164. Vector pos = entity_pos_get(self);
  165. // Draw background (updates camera_x and camera_y)
  166. draw_background(canvas, pos);
  167. // Draw player sprite relative to camera, centered on the player's position
  168. canvas_draw_sprite(
  169. canvas,
  170. player->direction == PLAYER_RIGHT ? player->sprite_right : player->sprite_left,
  171. pos.x - camera_x - 5, // Center the sprite horizontally
  172. pos.y - camera_y - 5 // Center the sprite vertically
  173. );
  174. // draw username over player's head
  175. canvas_set_font_custom(canvas, FONT_SIZE_SMALL);
  176. canvas_draw_str(canvas, pos.x - camera_x - (strlen(player->username) * 2), pos.y - camera_y - 7, player->username);
  177. }
  178. const EntityDescription player_desc = {
  179. .start = NULL, // called when entity is added to the level
  180. .stop = NULL, // called when entity is removed from the level
  181. .update = player_update, // called every frame
  182. .render = player_render, // called every frame, after update
  183. .collision = NULL, // called when entity collides with another entity
  184. .event = NULL, // called when entity receives an event
  185. .context_size = sizeof(PlayerContext), // size of entity context, will be automatically allocated and freed
  186. };