unleashed-firmware/applications/dolphin/scenes/scene_dolphin_state.c
its your bedtime 51d726c2d7
[FL-1149] Dolphin: stage 3 (#422)
* dolphin scenes refactoring & restructuring phase 1
* Passport app: mood and level display, opens from main menu and dolphin scenes. Dolphin scenes: minor refactoring (WIP)
* dolphin scene app restruct
* use gui defines for screen size
* mv passport to dolphin dir

Co-authored-by: あく <alleteam@gmail.com>
2021-04-26 15:19:14 +03:00

100 lines
2.9 KiB
C

#include <furi.h>
#include "scene.h"
#include "assets/emotes.h"
static uint16_t roll_new(uint16_t prev, uint16_t max) {
uint16_t val = 999;
while(val != prev) {
val = random() % max;
break;
}
return val;
}
static void scene_proceed_action(SceneState* state) {
furi_assert(state);
state->prev_action = state->action;
state->action = (state->prev_action != state->next_action) ?
state->next_action :
roll_new(state->next_action, ACTIONS_NUM);
state->action_timeout = default_timeout[state->action];
}
static void scene_dolphin_go_to_poi(SceneState* state) {
furi_assert(state);
if(state->player_global.x < state->poi) {
state->player_flipped = false;
state->player_v.x = SPEED_X / 2;
} else if(state->player_global.x > state->poi) {
state->player_flipped = true;
state->player_v.x = -SPEED_X / 2;
}
}
static void scene_action_handler(SceneState* state) {
furi_assert(state);
if(state->action == MINDCONTROL && state->player_v.x != 0) {
state->action_timeout = default_timeout[state->action];
}
if(state->action_timeout > 0) {
state->action_timeout--;
} else {
if(random() % 1000 > 500) {
state->next_action = roll_new(state->prev_action, ACTIONS_NUM);
state->poi = roll_new(state->player_global.x, WORLD_WIDTH / 4);
}
}
}
void dolphin_scene_update_state(SceneState* state, uint32_t t, uint32_t dt) {
furi_assert(state);
scene_action_handler(state);
UNUSED(dialogues_list);
switch(state->action) {
case WALK:
if(state->player_global.x == state->poi) {
state->player_v.x = 0;
scene_proceed_action(state);
} else {
scene_dolphin_go_to_poi(state);
}
break;
case EMOTE:
state->player_flipped = false;
if(state->action_timeout == 0) {
scene_proceed_action(state);
state->emote_id = roll_new(state->previous_emote, ARRSIZE(emotes_list));
break;
}
case INTERACT:
if(state->action_timeout == 0) {
if(state->prev_action == MINDCONTROL) {
state->action = MINDCONTROL;
} else {
scene_proceed_action(state);
}
}
break;
case SLEEP:
if(state->poi != 154) { // temp
state->poi = 154;
} else if(state->player_global.x != state->poi) {
scene_dolphin_go_to_poi(state);
} else {
state->player_v.x = 0;
if(state->action_timeout == 0) {
state->poi = roll_new(state->player_global.x, WORLD_WIDTH / 4);
scene_proceed_action(state);
}
break;
}
default:
if(state->action_timeout == 0) {
scene_proceed_action(state);
}
break;
}
}