player.c 22 KB

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  1. #include <game/player.h>
  2. #include <game/icon.h>
  3. #include <game/storage.h>
  4. #include <stdio.h>
  5. #include <stdlib.h>
  6. #include <math.h>
  7. #include <engine/entity_i.h>
  8. /****** Entities: Player ******/
  9. static Level *player_next_level(GameManager *manager)
  10. {
  11. GameContext *game_context = game_manager_game_context_get(manager);
  12. if (!game_context)
  13. {
  14. FURI_LOG_E(TAG, "Failed to get game context");
  15. return NULL;
  16. }
  17. int next_index = game_context->current_level + 1;
  18. if (next_index >= game_context->level_count)
  19. {
  20. FURI_LOG_E(TAG, "No more levels to load (index %d)", next_index);
  21. return game_context->levels[0];
  22. }
  23. // Allocate the level if it hasn't been loaded yet
  24. if (!game_context->levels[next_index])
  25. {
  26. if (!allocate_level(manager, next_index))
  27. {
  28. FURI_LOG_E(TAG, "Failed to allocate level %d", next_index);
  29. return NULL;
  30. }
  31. }
  32. // Update current level and return it
  33. game_context->current_level = next_index;
  34. return game_context->levels[next_index];
  35. }
  36. // Update player stats based on XP using iterative method
  37. int player_level_iterative_get(uint32_t xp)
  38. {
  39. int level = 1;
  40. uint32_t xp_required = 100; // Base XP for level 2
  41. while (level < 100 && xp >= xp_required) // Maximum level supported
  42. {
  43. level++;
  44. xp_required = (uint32_t)(xp_required * 1.5); // 1.5 growth factor per level
  45. }
  46. return level;
  47. }
  48. // Fetch last_response once then store it in ws_info to parse later
  49. static void player_ws_info_update(GameManager *manager)
  50. {
  51. GameContext *game_context = game_manager_game_context_get(manager);
  52. if (!game_context || !game_context->fhttp)
  53. {
  54. FURI_LOG_E(TAG, "Failed to get game context or FlipperHTTP");
  55. return;
  56. }
  57. if (!game_context->ws_info || !game_context->fhttp->last_response)
  58. {
  59. return;
  60. }
  61. // validate response
  62. if (strlen(game_context->fhttp->last_response) > 0)
  63. {
  64. furi_string_set_str(game_context->ws_info, game_context->fhttp->last_response);
  65. }
  66. }
  67. void player_spawn(Level *level, GameManager *manager)
  68. {
  69. if (!level || !manager)
  70. {
  71. FURI_LOG_E(TAG, "Invalid arguments to player_spawn");
  72. return;
  73. }
  74. GameContext *game_context = game_manager_game_context_get(manager);
  75. if (!game_context)
  76. {
  77. FURI_LOG_E(TAG, "Failed to get game context");
  78. return;
  79. }
  80. game_context->player = level_add_entity(level, &player_desc);
  81. if (!game_context->player)
  82. {
  83. FURI_LOG_E(TAG, "Failed to add player entity to level");
  84. return;
  85. }
  86. // Set player position.
  87. entity_pos_set(game_context->player, (Vector){WORLD_WIDTH / 2, WORLD_HEIGHT / 2});
  88. // Get player context
  89. PlayerContext *pctx = entity_context_get(game_context->player);
  90. if (!pctx)
  91. {
  92. FURI_LOG_E(TAG, "Failed to get player context");
  93. return;
  94. }
  95. SpriteContext *sprite_context = sprite_context_get(player_sprite_choices[player_sprite_index]);
  96. if (!sprite_context)
  97. {
  98. FURI_LOG_E(TAG, "Failed to get sprite context");
  99. return;
  100. }
  101. // add a collider to the player entity
  102. entity_collider_add_rect(game_context->player, sprite_context->width, sprite_context->height);
  103. // player context must be set each level or NULL pointer will be dereferenced
  104. if (!load_player_context(pctx))
  105. {
  106. FURI_LOG_E(TAG, "Loading player context failed. Initializing default values.");
  107. // Initialize default player context
  108. pctx->sprite_right = game_manager_sprite_load(manager, sprite_context->right_file_name);
  109. pctx->sprite_left = game_manager_sprite_load(manager, sprite_context->left_file_name);
  110. pctx->direction = ENTITY_RIGHT; // default direction
  111. pctx->left = false; // default sprite direction
  112. pctx->health = 100;
  113. pctx->strength = 10;
  114. pctx->level = 1;
  115. pctx->xp = 0;
  116. pctx->start_position = entity_pos_get(game_context->player);
  117. pctx->attack_timer = 0.1f;
  118. pctx->elapsed_attack_timer = pctx->attack_timer;
  119. pctx->health_regen = 1; // 1 health per second
  120. pctx->elapsed_health_regen = 0;
  121. pctx->max_health = 100 + ((pctx->level - 1) * 10); // 10 health per level
  122. // level 10 level required for PvP
  123. if (game_context->game_mode == GAME_MODE_PVP)
  124. {
  125. FURI_LOG_E(TAG, "Player level is not high enough for PvP");
  126. game_context->end_reason = GAME_END_PVP_REQUIREMENT;
  127. game_context->ended_early = true;
  128. }
  129. // Set player username
  130. if (!load_char("Flip-Social-Username", pctx->username, sizeof(pctx->username)))
  131. {
  132. // check if data/player/username
  133. if (!load_char("player/username", pctx->username, sizeof(pctx->username)))
  134. {
  135. // If loading username fails, default to "Player"
  136. snprintf(pctx->username, sizeof(pctx->username), "Player");
  137. }
  138. }
  139. // Save the initialized context
  140. if (!save_player_context(pctx))
  141. {
  142. FURI_LOG_E(TAG, "Failed to save player context after initialization");
  143. }
  144. free(sprite_context);
  145. return;
  146. }
  147. // Load player sprite
  148. pctx->sprite_right = game_manager_sprite_load(manager, sprite_context->right_file_name);
  149. pctx->sprite_left = game_manager_sprite_load(manager, sprite_context->left_file_name);
  150. pctx->start_position = entity_pos_get(game_context->player);
  151. // Determine the player's level based on XP
  152. pctx->level = player_level_iterative_get(pctx->xp);
  153. // level 10 level required for PvP
  154. if (game_context->game_mode == GAME_MODE_PVP && pctx->level < 10)
  155. {
  156. FURI_LOG_E(TAG, "Player level %ld is not high enough for PvP", pctx->level);
  157. game_context->end_reason = GAME_END_PVP_REQUIREMENT;
  158. game_context->ended_early = true;
  159. }
  160. // Update strength and max health based on the new level
  161. pctx->strength = 10 + (pctx->level * 1); // 1 strength per level
  162. pctx->max_health = 100 + ((pctx->level - 1) * 10); // 10 health per level
  163. // set the player's left sprite direction
  164. pctx->left = pctx->direction == ENTITY_LEFT ? true : false;
  165. free(sprite_context);
  166. }
  167. static int player_vgm_increase(float value, float increase)
  168. {
  169. const int val = abs((int)(round(value + increase) / 2));
  170. return val < 1 ? 1 : val;
  171. }
  172. static void player_vgm_direction(Imu *imu, PlayerContext *player, Vector *pos)
  173. {
  174. const float pitch = -imu_pitch_get(imu);
  175. const float roll = -imu_roll_get(imu);
  176. const float min_x = atof_(vgm_levels[vgm_x_index]) + 5.0; // minimum of 3
  177. const float min_y = atof_(vgm_levels[vgm_y_index]) + 5.0; // minimum of 3
  178. if (pitch > min_x)
  179. {
  180. pos->x += player_vgm_increase(pitch, min_x);
  181. player->dx = 1;
  182. player->direction = ENTITY_RIGHT;
  183. }
  184. else if (pitch < -min_x)
  185. {
  186. pos->x += -player_vgm_increase(pitch, min_x);
  187. player->dx = -1;
  188. player->direction = ENTITY_LEFT;
  189. }
  190. if (roll > min_y)
  191. {
  192. pos->y += player_vgm_increase(roll, min_y);
  193. player->dy = 1;
  194. player->direction = ENTITY_DOWN;
  195. }
  196. else if (roll < -min_y)
  197. {
  198. pos->y += -player_vgm_increase(roll, min_y);
  199. player->dy = -1;
  200. player->direction = ENTITY_UP;
  201. }
  202. }
  203. // This static function handles collisions with icons.
  204. // It receives the player entity pointer, the player's current position, and a pointer to PlayerContext.
  205. static void player_handle_collision(Entity *playerEntity, Vector playerPos, PlayerContext *player)
  206. {
  207. // If there is no active icon group, do nothing.
  208. if (!g_current_icon_group)
  209. return;
  210. // Loop over all icon specifications in the current icon group.
  211. for (int i = 0; i < g_current_icon_group->count; i++)
  212. {
  213. IconSpec *spec = &g_current_icon_group->icons[i];
  214. // Calculate the difference between player's position and the icon's center.
  215. float dx = playerPos.x - spec->pos.x;
  216. float dy = playerPos.y - spec->pos.y;
  217. // Use an approximate collision radius:
  218. float radius = (spec->size.x + spec->size.y) / 4.0f;
  219. // Collision: if player's distance to the icon center is less than the collision radius.
  220. if ((dx * dx + dy * dy) < (radius * radius))
  221. {
  222. // Revert the player's position and reset movement.
  223. entity_pos_set(playerEntity, player->old_position);
  224. player->dx = 0;
  225. player->dy = 0;
  226. break;
  227. }
  228. }
  229. }
  230. uint16_t elapsed_ws_timer = 0;
  231. static void player_update(Entity *self, GameManager *manager, void *context)
  232. {
  233. if (!self || !manager || !context)
  234. return;
  235. PlayerContext *player = (PlayerContext *)context;
  236. InputState input = game_manager_input_get(manager);
  237. Vector pos = entity_pos_get(self);
  238. GameContext *game_context = game_manager_game_context_get(manager);
  239. // ensure game is stopped
  240. if (game_context->ended_early)
  241. {
  242. game_manager_game_stop(manager);
  243. return;
  244. }
  245. // update websocket player context
  246. if (game_context->game_mode == GAME_MODE_PVP)
  247. {
  248. // load the websocket info
  249. player_ws_info_update(manager);
  250. // if pvp, end the game if the player is dead
  251. if (player->health <= 0)
  252. {
  253. player->health = player->max_health;
  254. save_player_context(player);
  255. furi_delay_ms(100);
  256. game_manager_game_stop(manager);
  257. return;
  258. }
  259. if (player->old_position.x != pos.x || player->old_position.y != pos.y)
  260. {
  261. elapsed_ws_timer++;
  262. // only send the websocket update every 200ms
  263. if (elapsed_ws_timer >= (game_context->fps / 5))
  264. {
  265. if (game_context->fhttp)
  266. {
  267. player->start_position = player->old_position;
  268. websocket_player_context(player, game_context->fhttp);
  269. }
  270. elapsed_ws_timer = 0;
  271. }
  272. }
  273. }
  274. player->old_position = pos;
  275. // Determine the player's level based on XP
  276. player->level = player_level_iterative_get(player->xp);
  277. player->strength = 10 + (player->level * 1); // 1 strength per level
  278. player->max_health = 100 + ((player->level - 1) * 10); // 10 health per level
  279. // Store previous direction
  280. int prev_dx = player->dx;
  281. int prev_dy = player->dy;
  282. // Reset movement deltas each frame
  283. player->dx = 0;
  284. player->dy = 0;
  285. if (game_context->imu_present)
  286. {
  287. // update position using the IMU
  288. player_vgm_direction(game_context->imu, player, &pos);
  289. }
  290. // Apply health regeneration
  291. player->elapsed_health_regen += 1.0f / game_context->fps;
  292. if (player->elapsed_health_regen >= 1.0f && player->health < player->max_health)
  293. {
  294. player->health += (player->health_regen + player->health > player->max_health)
  295. ? (player->max_health - player->health)
  296. : player->health_regen;
  297. player->elapsed_health_regen = 0;
  298. }
  299. // Increment the elapsed_attack_timer for the player
  300. player->elapsed_attack_timer += 1.0f / game_context->fps;
  301. // Handle movement input
  302. if (input.held & GameKeyUp)
  303. {
  304. if (game_context->last_button == GameKeyUp)
  305. game_context->elapsed_button_timer += 1;
  306. else
  307. game_context->elapsed_button_timer = 0;
  308. if (!game_context->is_menu_open)
  309. {
  310. pos.y -= (1 + game_context->icon_offset);
  311. player->dy = -1;
  312. player->direction = ENTITY_UP;
  313. }
  314. else
  315. {
  316. // next menu view
  317. // we can only go up to info from settings
  318. game_context->menu_screen = GAME_MENU_INFO;
  319. }
  320. game_context->last_button = GameKeyUp;
  321. }
  322. if (input.held & GameKeyDown)
  323. {
  324. if (game_context->last_button == GameKeyDown)
  325. game_context->elapsed_button_timer += 1;
  326. else
  327. game_context->elapsed_button_timer = 0;
  328. if (!game_context->is_menu_open)
  329. {
  330. pos.y += (1 + game_context->icon_offset);
  331. player->dy = 1;
  332. player->direction = ENTITY_DOWN;
  333. }
  334. else
  335. {
  336. // next menu view
  337. // we can only go down to more from info
  338. game_context->menu_screen = GAME_MENU_MORE;
  339. }
  340. game_context->last_button = GameKeyDown;
  341. }
  342. if (input.held & GameKeyLeft)
  343. {
  344. if (game_context->last_button == GameKeyLeft)
  345. game_context->elapsed_button_timer += 1;
  346. else
  347. game_context->elapsed_button_timer = 0;
  348. if (!game_context->is_menu_open)
  349. {
  350. pos.x -= (1 + game_context->icon_offset);
  351. player->dx = -1;
  352. player->direction = ENTITY_LEFT;
  353. }
  354. else
  355. {
  356. // if the menu is open, move the selection left
  357. if (game_context->menu_selection < 1)
  358. {
  359. game_context->menu_selection += 1;
  360. }
  361. }
  362. game_context->last_button = GameKeyLeft;
  363. }
  364. if (input.held & GameKeyRight)
  365. {
  366. if (game_context->last_button == GameKeyRight)
  367. game_context->elapsed_button_timer += 1;
  368. else
  369. game_context->elapsed_button_timer = 0;
  370. if (!game_context->is_menu_open)
  371. {
  372. pos.x += (1 + game_context->icon_offset);
  373. player->dx = 1;
  374. player->direction = ENTITY_RIGHT;
  375. }
  376. else
  377. {
  378. // if the menu is open, move the selection right
  379. if (game_context->menu_selection < 1)
  380. {
  381. game_context->menu_selection += 1;
  382. }
  383. }
  384. game_context->last_button = GameKeyRight;
  385. }
  386. if (input.held & GameKeyOk)
  387. {
  388. if (game_context->last_button == GameKeyOk)
  389. game_context->elapsed_button_timer += 1;
  390. else
  391. game_context->elapsed_button_timer = 0;
  392. game_context->last_button = GameKeyOk;
  393. // if all enemies are dead, allow the "OK" button to switch levels
  394. // otherwise the "OK" button will be used to attack
  395. if (game_context->game_mode != GAME_MODE_PVP && game_context->enemy_count == 0 && !game_context->is_switching_level)
  396. {
  397. game_context->is_switching_level = true;
  398. save_player_context(player);
  399. furi_delay_ms(100);
  400. game_manager_next_level_set(manager, player_next_level(manager));
  401. return;
  402. }
  403. // if the OK button is held for 1 seconds,show the menu
  404. if (game_context->elapsed_button_timer > (1 * game_context->fps))
  405. {
  406. // open up menu on the INFO screen
  407. game_context->menu_screen = GAME_MENU_INFO;
  408. game_context->menu_selection = 0;
  409. game_context->is_menu_open = true;
  410. }
  411. }
  412. if (input.held & GameKeyBack)
  413. {
  414. if (game_context->last_button == GameKeyBack)
  415. game_context->elapsed_button_timer += 1;
  416. else
  417. game_context->elapsed_button_timer = 0;
  418. game_context->last_button = GameKeyBack;
  419. if (game_context->is_menu_open)
  420. {
  421. game_context->is_menu_open = false;
  422. }
  423. // if the back button is held for 1 seconds, stop the game
  424. if (game_context->elapsed_button_timer > (1 * game_context->fps))
  425. {
  426. if (!game_context->is_menu_open)
  427. {
  428. save_player_context(player);
  429. furi_delay_ms(100);
  430. game_manager_game_stop(manager);
  431. return;
  432. }
  433. }
  434. }
  435. // adjust tutorial step
  436. if (game_context->game_mode == GAME_MODE_STORY)
  437. {
  438. switch (game_context->story_step)
  439. {
  440. case 0:
  441. if (input.held & GameKeyLeft)
  442. game_context->story_step++;
  443. break;
  444. case 1:
  445. if (input.held & GameKeyRight)
  446. game_context->story_step++;
  447. break;
  448. case 2:
  449. if (input.held & GameKeyUp)
  450. game_context->story_step++;
  451. break;
  452. case 3:
  453. if (input.held & GameKeyDown)
  454. game_context->story_step++;
  455. break;
  456. case 5:
  457. if (input.held & GameKeyOk && game_context->is_menu_open)
  458. game_context->story_step++;
  459. break;
  460. case 6:
  461. if (input.held & GameKeyBack)
  462. game_context->story_step++;
  463. break;
  464. case 7:
  465. if (input.held & GameKeyBack)
  466. game_context->story_step++;
  467. break;
  468. }
  469. }
  470. // Clamp the player's position to stay within world bounds
  471. pos.x = CLAMP(pos.x, WORLD_WIDTH - 5, 5);
  472. pos.y = CLAMP(pos.y, WORLD_HEIGHT - 5, 5);
  473. // Update player position
  474. entity_pos_set(self, pos);
  475. // If the player is not moving, retain the last movement direction
  476. if (player->dx == 0 && player->dy == 0)
  477. {
  478. player->dx = prev_dx;
  479. player->dy = prev_dy;
  480. player->state = ENTITY_IDLE;
  481. }
  482. else
  483. player->state = ENTITY_MOVING;
  484. // handle icon collision
  485. player_handle_collision(self, pos, player);
  486. }
  487. static void player_render(Entity *self, GameManager *manager, Canvas *canvas, void *context)
  488. {
  489. if (!self || !context || !canvas || !manager)
  490. return;
  491. // Get game context
  492. GameContext *game_context = game_manager_game_context_get(manager);
  493. // Get player context
  494. PlayerContext *player = context;
  495. // Get player position
  496. Vector pos = entity_pos_get(self);
  497. // Calculate camera offset to center the player
  498. draw_camera_x = pos.x - (SCREEN_WIDTH / 2);
  499. draw_camera_y = pos.y - (SCREEN_HEIGHT / 2);
  500. // Clamp camera position to prevent showing areas outside the world
  501. draw_camera_x = CLAMP(draw_camera_x, WORLD_WIDTH - SCREEN_WIDTH, 0);
  502. draw_camera_y = CLAMP(draw_camera_y, WORLD_HEIGHT - SCREEN_HEIGHT, 0);
  503. // if player is moving right or left, draw the corresponding sprite
  504. if (player->direction == ENTITY_RIGHT || player->direction == ENTITY_LEFT)
  505. {
  506. canvas_draw_sprite(
  507. canvas,
  508. player->direction == ENTITY_RIGHT ? player->sprite_right : player->sprite_left,
  509. pos.x - draw_camera_x - 5, // Center the sprite horizontally
  510. pos.y - draw_camera_y - 5 // Center the sprite vertically
  511. );
  512. player->left = false;
  513. }
  514. else // otherwise
  515. {
  516. // Default to last sprite direction
  517. canvas_draw_sprite(
  518. canvas,
  519. player->left ? player->sprite_left : player->sprite_right,
  520. pos.x - draw_camera_x - 5, // Center the sprite horizontally
  521. pos.y - draw_camera_y - 5 // Center the sprite vertically
  522. );
  523. }
  524. // Draw the outer bounds adjusted by camera offset
  525. canvas_draw_frame(canvas, -draw_camera_x, -draw_camera_y, WORLD_WIDTH, WORLD_HEIGHT);
  526. // render tutorial
  527. if (game_context->game_mode == GAME_MODE_STORY)
  528. {
  529. story_draw(self, canvas, manager);
  530. }
  531. else
  532. {
  533. // render background
  534. draw_background_render(canvas, manager);
  535. }
  536. }
  537. const EntityDescription player_desc = {
  538. .start = NULL, // called when entity is added to the level
  539. .stop = NULL, // called when entity is removed from the level
  540. .update = player_update, // called every frame
  541. .render = player_render, // called every frame, after update
  542. .collision = NULL, // called when entity collides with another entity
  543. .event = NULL, // called when entity receives an event
  544. .context_size = sizeof(PlayerContext), // size of entity context, will be automatically allocated and freed
  545. };
  546. static SpriteContext *sprite_generic_alloc(SpriteID id, const char *char_id, const char *type, uint8_t width, uint8_t height)
  547. {
  548. SpriteContext *ctx = malloc(sizeof(SpriteContext));
  549. if (!ctx)
  550. {
  551. FURI_LOG_E("Game", "Failed to allocate SpriteContext");
  552. return NULL;
  553. }
  554. ctx->id = id;
  555. ctx->width = width;
  556. ctx->height = height;
  557. if (is_str(type, "player"))
  558. {
  559. snprintf(ctx->right_file_name, sizeof(ctx->right_file_name), "player_right_%s_%dx%dpx.fxbm", char_id, width, height);
  560. snprintf(ctx->left_file_name, sizeof(ctx->left_file_name), "player_left_%s_%dx%dpx.fxbm", char_id, width, height);
  561. }
  562. else if (is_str(type, "enemy"))
  563. {
  564. snprintf(ctx->right_file_name, sizeof(ctx->right_file_name), "enemy_right_%s_%dx%dpx.fxbm", char_id, width, height);
  565. snprintf(ctx->left_file_name, sizeof(ctx->left_file_name), "enemy_left_%s_%dx%dpx.fxbm", char_id, width, height);
  566. }
  567. else if (is_str(type, "npc"))
  568. {
  569. snprintf(ctx->right_file_name, sizeof(ctx->right_file_name), "npc_right_%s_%dx%dpx.fxbm", char_id, width, height);
  570. snprintf(ctx->left_file_name, sizeof(ctx->left_file_name), "npc_left_%s_%dx%dpx.fxbm", char_id, width, height);
  571. }
  572. return ctx;
  573. }
  574. SpriteContext *sprite_context_get(const char *name)
  575. {
  576. if (is_str(name, "axe"))
  577. return sprite_generic_alloc(SPRITE_ID_AXE, "axe", "player", 15, 11);
  578. else if (is_str(name, "bow"))
  579. return sprite_generic_alloc(SPRITE_ID_BOW, "bow", "player", 13, 11);
  580. else if (is_str(name, "naked"))
  581. return sprite_generic_alloc(SPRITE_ID_NAKED, "naked", "player", 10, 10);
  582. else if (is_str(name, "sword"))
  583. return sprite_generic_alloc(SPRITE_ID_SWORD, "sword", "player", 15, 11);
  584. //
  585. else if (is_str(name, "cyclops"))
  586. return sprite_generic_alloc(SPRITE_ID_CYCLOPS, "cyclops", "enemy", 10, 11);
  587. else if (is_str(name, "ghost"))
  588. return sprite_generic_alloc(SPRITE_ID_GHOST, "ghost", "enemy", 15, 15);
  589. else if (is_str(name, "ogre"))
  590. return sprite_generic_alloc(SPRITE_ID_OGRE, "ogre", "enemy", 10, 13);
  591. //
  592. else if (is_str(name, "funny"))
  593. return sprite_generic_alloc(SPRITE_ID_FUNNY, "funny", "npc", 15, 21);
  594. // If no match is found
  595. FURI_LOG_E("Game", "Sprite not found: %s", name);
  596. return NULL;
  597. }