player.c 11 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. GameContext *game_context = game_manager_game_context_get(manager);
  7. if (!game_context)
  8. {
  9. FURI_LOG_E(TAG, "Failed to get game context");
  10. return NULL;
  11. }
  12. game_context->current_level = game_context->current_level == 0 ? 1 : 0;
  13. if (!game_context->levels[game_context->current_level])
  14. {
  15. if (!allocate_level(manager, game_context->current_level))
  16. {
  17. FURI_LOG_E(TAG, "Failed to allocate level %d", game_context->current_level);
  18. return NULL;
  19. }
  20. }
  21. return game_context->levels[game_context->current_level];
  22. }
  23. void player_spawn(Level *level, GameManager *manager)
  24. {
  25. if (!level || !manager)
  26. {
  27. FURI_LOG_E(TAG, "Invalid arguments to player_spawn");
  28. return;
  29. }
  30. GameContext *game_context = game_manager_game_context_get(manager);
  31. if (!game_context)
  32. {
  33. FURI_LOG_E(TAG, "Failed to get game context");
  34. return;
  35. }
  36. game_context->player = level_add_entity(level, &player_desc);
  37. if (!game_context->player)
  38. {
  39. FURI_LOG_E(TAG, "Failed to add player entity to level");
  40. return;
  41. }
  42. // Set player position.
  43. entity_pos_set(game_context->player, (Vector){WORLD_WIDTH / 2, WORLD_HEIGHT / 2});
  44. // Box is centered in player x and y, and its size
  45. entity_collider_add_rect(game_context->player, 13, 11);
  46. // Get player context
  47. PlayerContext *player_context = entity_context_get(game_context->player);
  48. if (!player_context)
  49. {
  50. FURI_LOG_E(TAG, "Failed to get player context");
  51. return;
  52. }
  53. // player context must be set each level or NULL pointer will be dereferenced
  54. if (!load_player_context(player_context))
  55. {
  56. FURI_LOG_E(TAG, "Loading player context failed. Initializing default values.");
  57. // Initialize default player context
  58. player_context->sprite_right = game_manager_sprite_load(manager, "player_right_axe_15x11px.fxbm");
  59. player_context->sprite_left = game_manager_sprite_load(manager, "player_left_axe_15x11px.fxbm");
  60. player_context->direction = PLAYER_RIGHT; // default direction
  61. player_context->health = 100;
  62. player_context->strength = 10;
  63. player_context->level = 1;
  64. player_context->xp = 0;
  65. player_context->start_position = entity_pos_get(game_context->player);
  66. player_context->attack_timer = 0.1f;
  67. player_context->elapsed_attack_timer = player_context->attack_timer;
  68. player_context->health_regen = 1; // 1 health per second
  69. player_context->elapsed_health_regen = 0;
  70. player_context->max_health = 100 + ((player_context->level - 1) * 10); // 10 health per level
  71. // Set player username
  72. if (!load_char("Flip-Social-Username", player_context->username, sizeof(player_context->username)))
  73. {
  74. // If loading username fails, default to "Player"
  75. snprintf(player_context->username, sizeof(player_context->username), "Player");
  76. }
  77. game_context->player_context = player_context;
  78. // Save the initialized context
  79. if (!save_player_context(player_context))
  80. {
  81. FURI_LOG_E(TAG, "Failed to save player context after initialization");
  82. }
  83. return;
  84. }
  85. // Load player sprite (we'll add this to the JSON later when players can choose their sprite)
  86. player_context->sprite_right = game_manager_sprite_load(manager, "player_right_axe_15x11px.fxbm");
  87. player_context->sprite_left = game_manager_sprite_load(manager, "player_left_axe_15x11px.fxbm");
  88. // Assign loaded player context to game context
  89. game_context->player_context = player_context;
  90. }
  91. // code from Derek Jamison
  92. // eventually we'll add dynamic positioning based on how much pitch/roll is detected
  93. // instead of assigning a fixed value
  94. static int player_x_from_pitch(float pitch)
  95. {
  96. if (pitch > 5.0) // was 9.0
  97. {
  98. return 1;
  99. }
  100. else if (pitch < -5.0) // was -9.0
  101. {
  102. return -1;
  103. }
  104. return 0;
  105. }
  106. static int player_y_from_roll(float roll)
  107. {
  108. if (roll > 5.0)
  109. {
  110. return 1;
  111. }
  112. else if (roll < -10.0) // was -20
  113. {
  114. return -1;
  115. }
  116. return 0;
  117. }
  118. static bool is_new_level = false;
  119. // Modify player_update to track direction
  120. static void player_update(Entity *self, GameManager *manager, void *context)
  121. {
  122. PlayerContext *player = (PlayerContext *)context;
  123. InputState input = game_manager_input_get(manager);
  124. Vector pos = entity_pos_get(self);
  125. GameContext *game_context = game_manager_game_context_get(manager);
  126. // Store previous direction
  127. int prev_dx = player->dx;
  128. int prev_dy = player->dy;
  129. // Reset movement deltas each frame
  130. player->dx = 0;
  131. player->dy = 0;
  132. if (game_context->imu_present)
  133. {
  134. player->dx = player_x_from_pitch(-imu_pitch_get(game_context->imu));
  135. player->dy = player_y_from_roll(-imu_roll_get(game_context->imu));
  136. switch (player_x_from_pitch(-imu_pitch_get(game_context->imu)))
  137. {
  138. case -1:
  139. player->direction = PLAYER_LEFT;
  140. player->dx = -1;
  141. pos.x -= 1;
  142. break;
  143. case 1:
  144. player->direction = PLAYER_RIGHT;
  145. player->dx = 1;
  146. pos.x += 1;
  147. break;
  148. default:
  149. break;
  150. };
  151. switch (player_y_from_roll(-imu_roll_get(game_context->imu)))
  152. {
  153. case -1:
  154. player->direction = PLAYER_UP;
  155. player->dy = -1;
  156. pos.y -= 1;
  157. break;
  158. case 1:
  159. player->direction = PLAYER_DOWN;
  160. player->dy = 1;
  161. pos.y += 1;
  162. break;
  163. default:
  164. break;
  165. };
  166. }
  167. if (is_new_level)
  168. {
  169. // remove previous level if it exists
  170. free_last_level(manager);
  171. is_new_level = false;
  172. }
  173. // apply health regeneration
  174. player->elapsed_health_regen += 1.0f / game_context->fps;
  175. if (player->elapsed_health_regen >= 1.0f && player->health < player->max_health)
  176. {
  177. player->health += (player->health_regen + player->health > player->max_health) ? player->max_health - player->health : player->health_regen;
  178. player->elapsed_health_regen = 0;
  179. }
  180. // Increment the elapsed_attack_timer for the player
  181. player->elapsed_attack_timer += 1.0f / game_context->fps;
  182. // Handle movement input
  183. if (input.held & GameKeyUp)
  184. {
  185. pos.y -= 2;
  186. player->dy = -1;
  187. player->direction = PLAYER_UP;
  188. game_context->user_input = GameKeyUp;
  189. }
  190. if (input.held & GameKeyDown)
  191. {
  192. pos.y += 2;
  193. player->dy = 1;
  194. player->direction = PLAYER_DOWN;
  195. game_context->user_input = GameKeyDown;
  196. }
  197. if (input.held & GameKeyLeft)
  198. {
  199. pos.x -= 2;
  200. player->dx = -1;
  201. player->direction = PLAYER_LEFT;
  202. game_context->user_input = GameKeyLeft;
  203. }
  204. if (input.held & GameKeyRight)
  205. {
  206. pos.x += 2;
  207. player->dx = 1;
  208. player->direction = PLAYER_RIGHT;
  209. game_context->user_input = GameKeyRight;
  210. }
  211. // Clamp the player's position to stay within world bounds
  212. pos.x = CLAMP(pos.x, WORLD_WIDTH - 5, 5);
  213. pos.y = CLAMP(pos.y, WORLD_HEIGHT - 5, 5);
  214. // Update player position
  215. entity_pos_set(self, pos);
  216. // switch levels if holding OK
  217. if (input.held & GameKeyOk)
  218. {
  219. // if all enemies are dead, allow the "OK" button to switch levels
  220. // otherwise the "OK" button will be used to attack
  221. if (game_context->enemy_count == 0)
  222. {
  223. FURI_LOG_I(TAG, "Switching levels");
  224. save_player_context(player);
  225. game_manager_next_level_set(manager, get_next_level(manager));
  226. furi_delay_ms(500);
  227. is_new_level = true;
  228. }
  229. else
  230. {
  231. game_context->user_input = GameKeyOk;
  232. // furi_delay_ms(100);
  233. }
  234. return;
  235. }
  236. // If the player is not moving, retain the last movement direction
  237. if (player->dx == 0 && player->dy == 0)
  238. {
  239. player->dx = prev_dx;
  240. player->dy = prev_dy;
  241. player->state = PLAYER_IDLE;
  242. game_context->user_input = -1; // reset user input
  243. }
  244. else
  245. {
  246. player->state = PLAYER_MOVING;
  247. }
  248. // Handle back button to stop the game
  249. if (input.pressed & GameKeyBack)
  250. {
  251. game_manager_game_stop(manager);
  252. }
  253. }
  254. static void player_render(Entity *self, GameManager *manager, Canvas *canvas, void *context)
  255. {
  256. // Get player context
  257. UNUSED(manager);
  258. PlayerContext *player = context;
  259. // Get player position
  260. Vector pos = entity_pos_get(self);
  261. // Draw background (updates camera_x and camera_y)
  262. draw_background(canvas, pos);
  263. // Draw player sprite relative to camera, centered on the player's position
  264. canvas_draw_sprite(
  265. canvas,
  266. player->direction == PLAYER_RIGHT ? player->sprite_right : player->sprite_left,
  267. pos.x - camera_x - 5, // Center the sprite horizontally
  268. pos.y - camera_y - 5 // Center the sprite vertically
  269. );
  270. // draw username over player's head
  271. // draw_username(canvas, pos, player->username);
  272. }
  273. const EntityDescription player_desc = {
  274. .start = NULL, // called when entity is added to the level
  275. .stop = NULL, // called when entity is removed from the level
  276. .update = player_update, // called every frame
  277. .render = player_render, // called every frame, after update
  278. .collision = NULL, // called when entity collides with another entity
  279. .event = NULL, // called when entity receives an event
  280. .context_size = sizeof(PlayerContext), // size of entity context, will be automatically allocated and freed
  281. };
  282. static SpriteContext *sprite_generic_alloc(const char *id, uint8_t width, uint8_t height)
  283. {
  284. SpriteContext *ctx = malloc(sizeof(SpriteContext));
  285. if (!ctx)
  286. {
  287. FURI_LOG_E("Game", "Failed to allocate SpriteContext");
  288. return NULL;
  289. }
  290. snprintf(ctx->id, sizeof(ctx->id), "%s", id);
  291. ctx->width = width;
  292. ctx->height = height;
  293. snprintf(ctx->right_file_name, sizeof(ctx->right_file_name), "player_right_%s_%dx%dpx.fxbm", id, width, height);
  294. snprintf(ctx->left_file_name, sizeof(ctx->left_file_name), "player_left_%s_%dx%dpx.fxbm", id, width, height);
  295. return ctx;
  296. }
  297. SpriteContext *get_sprite_context(const char *name)
  298. {
  299. if (strcmp(name, "axe") == 0)
  300. {
  301. return sprite_generic_alloc("axe", 15, 11);
  302. }
  303. else if (strcmp(name, "bow") == 0)
  304. {
  305. return sprite_generic_alloc("bow", 13, 11);
  306. }
  307. else if (strcmp(name, "naked") == 0)
  308. {
  309. return sprite_generic_alloc("naked", 10, 10);
  310. }
  311. else if (strcmp(name, "sword") == 0)
  312. {
  313. return sprite_generic_alloc("sword", 15, 11);
  314. }
  315. // If no match is found
  316. FURI_LOG_E("Game", "Sprite not found: %s", name);
  317. return NULL;
  318. }