Air Labyrinth v0.1
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371
vgm/apps/air_labyrinth/game.c
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371
vgm/apps/air_labyrinth/game.c
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// Air Labyrinth -- by @CodeAllNight (https://youtube.com/@MrDerekJamison/about)
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//
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// v0.1 - Initial release (d-pad and tilt controls for player movement)
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//
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/*
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This game was made based on the [air_arkanoid]
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(https://github.com/flipperdevices/flipperzero-good-faps/tree/dev/air_arkanoid) and
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[flipperzero-game-engine-example](https://github.com/flipperdevices/flipperzero-game-engine-example)
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projects. Thanks to the authors of these projects for the inspiration and the code.
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*/
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#include "game.h"
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#include "walls.h"
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#define MOTION_X 1
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#define MOTION_Y 1
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/****** Entities: Player ******/
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typedef struct {
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Vector trajectory; // Direction player would like to move.
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float radius; // collision radius
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int8_t dx; // x direction
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int8_t dy; // y direction
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Sprite* sprite; // player sprite
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} PlayerContext;
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// Forward declaration of player_desc, because it's used in player_spawn function.
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static const EntityDescription player_desc;
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static void player_spawn(Level* level, GameManager* manager) {
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Entity* player = level_add_entity(level, &player_desc);
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// Set player position.
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// Depends on your game logic, it can be done in start entity function, but also can be done here.
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entity_pos_set(player, (Vector){64, 28});
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entity_collider_add_rect(player, 3, 2);
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// Get player context
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PlayerContext* player_context = entity_context_get(player);
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// Load player sprite
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player_context->sprite = game_manager_sprite_load(manager, "player.fxbm");
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player_context->dx = 0;
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player_context->dy = 0;
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player_context->radius = 5;
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player_context->trajectory = (Vector){0, 0};
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}
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static float player_x_from_pitch(float pitch) {
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if(pitch > 9.0) {
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return 1.0f;
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} else if(pitch < -9.0) {
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return -1.0f;
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}
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return 0;
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}
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static float player_y_from_roll(float roll) {
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if(roll > 5.0) {
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return 0.7f;
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} else if(roll < -20.0) {
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return -0.7f;
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}
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return 0;
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}
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static void player_update(Entity* self, GameManager* manager, void* context) {
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// Get player context
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PlayerContext* player = context;
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player->dx = 0;
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player->dy = 0;
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GameContext* game_context = game_manager_game_context_get(manager);
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if(game_context->imu_present) {
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FURI_LOG_D(
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"Player",
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"pitch:%f roll:%f yaw:%f",
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(double)imu_pitch_get(game_context->imu),
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(double)imu_roll_get(game_context->imu),
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(double)imu_yaw_get(game_context->imu));
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player->trajectory = vector_add(
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player->trajectory,
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(Vector){
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player_x_from_pitch(-imu_pitch_get(game_context->imu)),
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player_y_from_roll(-imu_roll_get(game_context->imu))});
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}
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// Get game input
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InputState input = game_manager_input_get(manager);
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// Control player movement
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if(input.held & GameKeyUp) {
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player->trajectory = vector_add(player->trajectory, (Vector){0, -0.8});
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}
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if(input.held & GameKeyDown) {
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player->trajectory = vector_add(player->trajectory, (Vector){0, +0.8});
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}
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if(input.held & GameKeyLeft) {
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player->trajectory = vector_add(player->trajectory, (Vector){-0.8, 0});
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}
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if(input.held & GameKeyRight) {
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player->trajectory = vector_add(player->trajectory, (Vector){0.8, 0});
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}
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// Get player position
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Vector pos = entity_pos_get(self);
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if(player->trajectory.x >= 1.0) {
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player->dx = MOTION_X;
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player->trajectory.x = 0;
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pos.x += player->dx;
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} else if(player->trajectory.x <= -1.0) {
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player->dx = -MOTION_X;
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player->trajectory.x = 0;
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pos.x += player->dx;
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}
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if(player->trajectory.y >= 1.0) {
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player->dy = MOTION_Y;
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player->trajectory.y = 0;
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pos.y += player->dy;
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} else if(player->trajectory.y <= -1.0) {
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player->dy = -MOTION_Y;
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player->trajectory.y = 0;
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pos.y += player->dy;
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}
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// Clamp player position to screen bounds, considering player sprite size (10x10)
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pos.x = CLAMP(pos.x, 126, 3);
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pos.y = CLAMP(pos.y, 62, 2);
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// Set new player position
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entity_pos_set(self, pos);
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// Control game exit
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if(input.pressed & GameKeyBack) {
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game_manager_game_stop(manager);
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}
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}
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static void player_render(Entity* self, GameManager* manager, Canvas* canvas, void* context) {
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// Get player context
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PlayerContext* player = context;
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// Get player position
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Vector pos = entity_pos_get(self);
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// Draw player sprite
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// We subtract 5 from x and y, because collision box is 10x10, and we want to center sprite in it.
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//canvas_draw_sprite(canvas, player->sprite, pos.x - 5, pos.y - 5);
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// Collision box is 2x2 but image is 10x10.
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canvas_draw_sprite(canvas, player->sprite, pos.x - 5, pos.y - 5);
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// Get game context
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GameContext* game_context = game_manager_game_context_get(manager);
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// Draw score
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// canvas_printf(canvas, 80, 57, "Score: %lu", game_context->score);
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UNUSED(game_context);
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canvas_draw_str(canvas, 20, 6, "@codeallnight - ver 0.1");
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canvas_draw_str(canvas, 10, 61, "video game module demo");
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}
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static const EntityDescription player_desc = {
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.start = NULL, // called when entity is added to the level
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.stop = NULL, // called when entity is removed from the level
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.update = player_update, // called every frame
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.render = player_render, // called every frame, after update
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.collision = NULL, // called when entity collides with another entity
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.event = NULL, // called when entity receives an event
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.context_size =
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sizeof(PlayerContext), // size of entity context, will be automatically allocated and freed
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};
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/****** Entities: Wall ******/
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static void wall_start(Entity* self, GameManager* manager, void* context);
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typedef struct {
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float width;
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float height;
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} WallContext;
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static void wall_render(Entity* self, GameManager* manager, Canvas* canvas, void* context) {
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UNUSED(manager);
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WallContext* wall = context;
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Vector pos = entity_pos_get(self);
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canvas_draw_box(
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canvas, pos.x - wall->width / 2, pos.y - wall->height / 2, wall->width, wall->height);
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}
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static void wall_collision(Entity* self, Entity* other, GameManager* manager, void* context) {
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WallContext* wall = context;
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// Check if wall collided with player
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if(entity_description_get(other) == &player_desc) {
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// Increase score
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GameContext* game_context = game_manager_game_context_get(manager);
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game_context->score++;
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PlayerContext* player = (PlayerContext*)entity_context_get(other);
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if(player) {
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if(player->dx || player->dy) {
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Vector pos = entity_pos_get(other);
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// TODO: Based on where we collided, we should still slide across/down the wall.
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UNUSED(wall);
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if(player->dx) {
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FURI_LOG_D(
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"Player",
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"Player collided with wall, dx: %d. center:%f,%f",
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player->dx,
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(double)pos.x,
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(double)pos.y);
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pos.x -= player->dx;
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player->dx = 0;
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}
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if(player->dy) {
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FURI_LOG_D(
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"Player",
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"Player collided with wall, dy: %d. center:%f,%f",
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player->dy,
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(double)pos.x,
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(double)pos.y);
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pos.y -= player->dy;
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player->dy = 0;
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}
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entity_pos_set(other, pos);
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FURI_LOG_D("Player", "Set to center:%f,%f", (double)pos.x, (double)pos.y);
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}
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} else {
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FURI_LOG_D("Player", "Player collided with wall, but context null.");
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}
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} else {
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// HACK: Wall touching other items destroys each other (to help find collider issues)
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Level* level = game_manager_current_level_get(manager);
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level_remove_entity(level, self);
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level_remove_entity(level, other);
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}
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}
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static const EntityDescription wall_desc = {
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.start = wall_start, // called when entity is added to the level
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.stop = NULL, // called when entity is removed from the level
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.update = NULL, // called every frame
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.render = wall_render, // called every frame, after update
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.collision = wall_collision, // called when entity collides with another entity
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.event = NULL, // called when entity receives an event
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.context_size =
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sizeof(WallContext), // size of entity context, will be automatically allocated and freed
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};
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static uint8_t wall_index;
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static void wall_start(Entity* self, GameManager* manager, void* context) {
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UNUSED(manager);
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WallContext* wall = context;
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// TODO: We can get the current number of items from the level (instead of wall_index).
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if(wall_index < COUNT_OF(walls)) {
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if(walls[wall_index].horizontal) {
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wall->width = walls[wall_index].length * 2;
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wall->height = 1 * 2;
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} else {
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wall->width = 1 * 2;
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wall->height = walls[wall_index].length * 2;
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}
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entity_pos_set(
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self,
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(Vector){
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walls[wall_index].x + wall->width / 2, walls[wall_index].y + wall->height / 2});
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entity_collider_add_rect(self, wall->width, wall->height);
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wall_index++;
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}
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}
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/****** Level ******/
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static void level_alloc(Level* level, GameManager* manager, void* context) {
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UNUSED(manager);
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UNUSED(context);
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// Add player entity to the level
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player_spawn(level, manager);
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// Add wall entities to the level
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wall_index = 0;
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for(size_t i = 0; i < COUNT_OF(walls); i++) {
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level_add_entity(level, &wall_desc);
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}
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}
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/*
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Alloc/free is called once, when level is added/removed from the game.
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It useful if you have small amount of levels and entities, that can be allocated at once.
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Start/stop is called when level is changed to/from this level.
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It will save memory, because you can allocate entities only for current level.
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*/
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static const LevelBehaviour level = {
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.alloc = level_alloc, // called once, when level allocated
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.free = NULL, // called once, when level freed
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.start = NULL, // called when level is changed to this level
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.stop = NULL, // called when level is changed from this level
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.context_size = 0, // size of level context, will be automatically allocated and freed
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};
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/****** Game ******/
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/*
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Write here the start code for your game, for example: creating a level and so on.
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Game context is allocated (game.context_size) and passed to this function, you can use it to store your game data.
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*/
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static void game_start(GameManager* game_manager, void* ctx) {
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UNUSED(game_manager);
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// Do some initialization here, for example you can load score from storage.
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// For simplicity, we will just set it to 0.
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GameContext* game_context = ctx;
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game_context->score = 0;
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game_context->imu = imu_alloc();
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game_context->imu_present = imu_present(game_context->imu);
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// Add level to the game
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game_manager_add_level(game_manager, &level);
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}
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/*
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Write here the stop code for your game, for example: freeing memory, if it was allocated.
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You don't need to free level, sprites or entities, it will be done automatically.
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Also, you don't need to free game_context, it will be done automatically, after this function.
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*/
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static void game_stop(void* ctx) {
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GameContext* game_context = ctx;
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imu_free(game_context->imu);
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game_context->imu = NULL;
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// Do some deinitialization here, for example you can save score to storage.
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// For simplicity, we will just print it.
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FURI_LOG_I("Game", "Your score: %lu", game_context->score);
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}
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/*
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Yor game configuration, do not rename this variable, but you can change it's content here.
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*/
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const Game game = {
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.target_fps = 30, // target fps, game will try to keep this value
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.show_fps = false, // show fps counter on the screen
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.always_backlight = true, // keep display backlight always on
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.start = game_start, // will be called once, when game starts
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.stop = game_stop, // will be called once, when game stops
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.context_size = sizeof(GameContext), // size of game context
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};
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