mirror of
https://github.com/DarkFlippers/unleashed-firmware
synced 2024-12-21 02:03:18 +00:00
111 lines
4 KiB
C
111 lines
4 KiB
C
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#include <furi.h>
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#include <gui/elements.h>
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#include "dolphin_scene/dolphin_scene.h"
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void dolphin_scene_render_dolphin(SceneState* state, Canvas* canvas) {
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furi_assert(state);
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furi_assert(canvas);
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if(state->scene_zoom == SCENE_ZOOM) {
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state->dolphin_gfx = I_DolphinExcited_64x63;
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} else if(state->action == SLEEP && state->player_global.x == 154) {
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state->dolphin_gfx = A_FX_Sitting_40x27;
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state->dolphin_gfx_b = I_FX_SittingB_40x27;
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} else if(state->action != INTERACT) {
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if(state->player_v.x < 0 || state->player_flipped) {
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if(state->player_anim == 0) {
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state->dolphin_gfx = I_WalkL1_32x32;
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state->dolphin_gfx_b = I_WalkLB1_32x32;
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} else {
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state->dolphin_gfx = I_WalkL2_32x32;
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state->dolphin_gfx_b = I_WalkLB2_32x32;
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}
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} else if(state->player_v.x > 0 || !state->player_flipped) {
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if(state->player_anim == 0) {
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state->dolphin_gfx = I_WalkR1_32x32;
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state->dolphin_gfx_b = I_WalkRB1_32x32;
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} else {
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state->dolphin_gfx = I_WalkR2_32x32;
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state->dolphin_gfx_b = I_WalkRB2_32x32;
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}
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}
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}
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// zoom handlers
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canvas_set_bitmap_mode(canvas, true);
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canvas_set_color(canvas, ColorWhite);
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canvas_draw_icon_name(canvas, state->player.x, state->player.y, state->dolphin_gfx_b);
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canvas_set_color(canvas, ColorBlack);
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canvas_draw_icon_name(canvas, state->player.x, state->player.y, state->dolphin_gfx);
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canvas_set_bitmap_mode(canvas, false);
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}
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void dolphin_scene_handle_user_input(SceneState* state, InputEvent* input) {
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furi_assert(state);
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furi_assert(input);
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// dolphin_scene_debug
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if(input->type == InputTypeShort) {
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if(input->key == InputKeyUp) {
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state->debug = !state->debug;
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}
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}
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// toggle mind control on any user interaction
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if(input->type == InputTypePress) {
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if(input->key == InputKeyLeft || input->key == InputKeyRight || input->key == InputKeyOk) {
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state->action = MINDCONTROL;
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}
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}
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// zoom poc for tests
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if(input->type == InputTypePress) {
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if(input->key == InputKeyDown) {
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state->zoom_v = SPEED_X;
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}
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} else if(input->type == InputTypeRelease) {
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if(input->key == InputKeyDown) {
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state->zoom_v = -SPEED_X * 2;
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state->dialog_progress = 0;
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}
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}
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// mind control
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if(state->action == MINDCONTROL) {
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if(input->type == InputTypePress) {
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if(input->key == InputKeyRight) {
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state->player_flipped = false;
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state->player_v.x = SPEED_X;
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} else if(input->key == InputKeyLeft) {
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state->player_flipped = true;
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state->player_v.x = -SPEED_X;
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}
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} else if(input->type == InputTypeRelease) {
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if(input->key == InputKeyRight || input->key == InputKeyLeft) {
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state->player_v.x = 0;
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}
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} else if(input->type == InputTypeShort) {
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if(input->key == InputKeyOk) {
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state->prev_action = MINDCONTROL;
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state->action = INTERACT;
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state->use_pending = true;
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state->action_timeout = 0;
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}
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}
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}
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}
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void dolphin_scene_coordinates(SceneState* state, uint32_t dt) {
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furi_assert(state);
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// global pos
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state->player_global.x = CLAMP(state->player_global.x + state->player_v.x, WORLD_WIDTH, 0);
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// zoom handlers
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state->scene_zoom = CLAMP(state->scene_zoom + state->zoom_v, SCENE_ZOOM, 0);
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state->player.x = CLAMP(state->player.x - (state->zoom_v * (SPEED_X * 2)), DOLPHIN_CENTER, 0);
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state->player.y = CLAMP(state->player.y - (state->zoom_v * SPEED_X / 2), DOLPHIN_DEFAULT_Y, 3);
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//center screen
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state->screen.x = state->player_global.x - state->player.x;
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state->player_anim = (state->player_global.x / 10) % 2;
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}
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