| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252 |
- #include "game.h"
- #include "flip_world.h"
- #include "flip_world_icons.h"
- // Background rendering function
- // TODO: each object needs a collision box so we can detect collisions and prevent movement through walls.
- static void background_render(Canvas *canvas, Vector pos)
- {
- // Clear the canvas
- canvas_clear(canvas);
- // Calculate camera offset to center the player
- camera_x = pos.x - (SCREEN_WIDTH / 2);
- camera_y = pos.y - (SCREEN_HEIGHT / 2);
- // Clamp camera position to prevent showing areas outside the world
- camera_x = CLAMP(camera_x, WORLD_WIDTH - SCREEN_WIDTH, 0);
- camera_y = CLAMP(camera_y, WORLD_HEIGHT - SCREEN_HEIGHT, 0);
- // Draw the outer bounds adjusted by camera offset
- draw_bounds(canvas);
- }
- /****** Entities: Player ******/
- typedef struct
- {
- Vector trajectory; // Direction player would like to move.
- float radius; // collision radius
- int8_t dx; // x direction
- int8_t dy; // y direction
- Sprite *sprite; // player sprite
- } PlayerContext;
- // Forward declaration of player_desc, because it's used in player_spawn function.
- static const EntityDescription player_desc;
- static void player_spawn(Level *level, GameManager *manager)
- {
- Entity *player = level_add_entity(level, &player_desc);
- // Set player position.
- // Depends on your game logic, it can be done in start entity function, but also can be done here.
- entity_pos_set(player, (Vector){WORLD_WIDTH / 2, WORLD_HEIGHT / 2});
- // Add collision box to player entity
- // Box is centered in player x and y, and it's size is 10x10
- entity_collider_add_rect(player, 10, 10);
- // Get player context
- PlayerContext *player_context = entity_context_get(player);
- // Load player sprite
- player_context->sprite = game_manager_sprite_load(manager, "player.fxbm");
- }
- // Modify player_update to track direction
- static void player_update(Entity *self, GameManager *manager, void *context)
- {
- PlayerContext *player = (PlayerContext *)context;
- InputState input = game_manager_input_get(manager);
- Vector pos = entity_pos_get(self);
- // Reset direction each frame
- player->dx = 0;
- player->dy = 0;
- if (input.held & GameKeyUp)
- {
- pos.y -= 2;
- player->dy = -1;
- }
- if (input.held & GameKeyDown)
- {
- pos.y += 2;
- player->dy = 1;
- }
- if (input.held & GameKeyLeft)
- {
- pos.x -= 2;
- player->dx = -1;
- }
- if (input.held & GameKeyRight)
- {
- pos.x += 2;
- player->dx = 1;
- }
- pos.x = CLAMP(pos.x, WORLD_WIDTH - 5, 5);
- pos.y = CLAMP(pos.y, WORLD_HEIGHT - 5, 5);
- entity_pos_set(self, pos);
- if (input.pressed & GameKeyBack)
- {
- game_manager_game_stop(manager);
- }
- }
- static void player_render(Entity *self, GameManager *manager, Canvas *canvas, void *context)
- {
- // Get player context
- UNUSED(manager);
- PlayerContext *player = context;
- // Get player position
- Vector pos = entity_pos_get(self);
- // Draw background (updates camera_x and camera_y)
- background_render(canvas, pos);
- // Draw player sprite relative to camera
- canvas_draw_sprite(canvas, player->sprite, pos.x - camera_x - 5, pos.y - camera_y - 5);
- }
- static const EntityDescription player_desc = {
- .start = NULL, // called when entity is added to the level
- .stop = NULL, // called when entity is removed from the level
- .update = player_update, // called every frame
- .render = player_render, // called every frame, after update
- .collision = NULL, // called when entity collides with another entity
- .event = NULL, // called when entity receives an event
- .context_size = sizeof(PlayerContext), // size of entity context, will be automatically allocated and freed
- };
- /****** Level ******/
- static void level_alloc(Level *level, GameManager *manager, void *context)
- {
- UNUSED(manager);
- UNUSED(context);
- // Add player entity to the level
- player_spawn(level, manager);
- draw_tree_world(level);
- // draw_example_world(level);
- }
- static const LevelBehaviour level = {
- .alloc = level_alloc, // called once, when level allocated
- .free = NULL, // called once, when level freed
- .start = NULL, // called when level is changed to this level
- .stop = NULL, // called when level is changed from this level
- .context_size = 0, // size of level context, will be automatically allocated and freed
- };
- // Forward declaration of icon_desc
- static const EntityDescription icon_desc;
- static void icon_collision(Entity *self, Entity *other, GameManager *manager, void *context)
- {
- UNUSED(manager);
- UNUSED(self);
- IconContext *icon = (IconContext *)context;
- UNUSED(icon);
- if (entity_description_get(other) == &player_desc)
- {
- PlayerContext *player = (PlayerContext *)entity_context_get(other);
- if (player)
- {
- Vector pos = entity_pos_get(other);
- // Bounce the player back by 3 units opposite their last movement direction
- pos.x -= player->dx * 3;
- pos.y -= player->dy * 3;
- entity_pos_set(other, pos);
- }
- }
- }
- static void icon_render(Entity *self, GameManager *manager, Canvas *canvas, void *context)
- {
- UNUSED(manager);
- IconContext *icon_ctx = (IconContext *)context;
- Vector pos = entity_pos_get(self);
- canvas_draw_icon(canvas, pos.x - camera_x - 8, pos.y - camera_y - 8, icon_ctx->icon);
- }
- static void icon_start(Entity *self, GameManager *manager, void *context)
- {
- UNUSED(manager);
- UNUSED(context);
- // Just add the collision rectangle for 16x16 icon
- entity_collider_add_rect(self, 16, 16);
- }
- static const EntityDescription icon_desc = {
- .start = icon_start,
- .stop = NULL,
- .update = NULL,
- .render = icon_render,
- .collision = icon_collision,
- .event = NULL,
- .context_size = sizeof(IconContext),
- };
- // Helper function to spawn an icon entity at a given position
- void spawn_icon(Level *level, const Icon *icon, float x, float y, uint8_t width, uint8_t height)
- {
- Entity *e = level_add_entity(level, &icon_desc);
- IconContext *icon_ctx = entity_context_get(e);
- icon_ctx->icon = icon;
- icon_ctx->width = width;
- icon_ctx->height = height;
- // Set the entity position to the center of the icon
- entity_pos_set(e, (Vector){x + 8, y + 8});
- }
- /****** Game ******/
- /*
- Write here the start code for your game, for example: creating a level and so on.
- Game context is allocated (game.context_size) and passed to this function, you can use it to store your game data.
- */
- static void game_start(GameManager *game_manager, void *ctx)
- {
- UNUSED(game_manager);
- // Do some initialization here, for example you can load score from storage.
- // For simplicity, we will just set it to 0.
- GameContext *game_context = ctx;
- game_context->score = 0;
- // Add level to the game
- game_manager_add_level(game_manager, &level);
- }
- /*
- Write here the stop code for your game, for example, freeing memory, if it was allocated.
- You don't need to free level, sprites or entities, it will be done automatically.
- Also, you don't need to free game_context, it will be done automatically, after this function.
- */
- static void game_stop(void *ctx)
- {
- UNUSED(ctx);
- // GameContext *game_context = ctx;
- // Do some deinitialization here, for example you can save score to storage.
- // For simplicity, we will just print it.
- // FURI_LOG_I("Game", "Your score: %lu", game_context->score);
- }
- /*
- Your game configuration, do not rename this variable, but you can change its content here.
- */
- const Game game = {
- .target_fps = 60, // target fps, game will try to keep this value
- .show_fps = false, // show fps counter on the screen
- .always_backlight = true, // keep display backlight always on
- .start = game_start, // will be called once, when game starts
- .stop = game_stop, // will be called once, when game stops
- .context_size = sizeof(GameContext), // size of game context
- };
|