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