Преглед изворни кода

[FL-1427] Dolphin: new assets and engine rework (#546)

its your bedtime пре 4 година
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9c38efd4ef
100 измењених фајлова са 697 додато и 383 уклоњено
  1. 9 12
      applications/dolphin/scenes/assets/emotes.h
  2. 164 76
      applications/dolphin/scenes/assets/items.c
  3. 7 1
      applications/dolphin/scenes/assets/items.h
  4. 5 5
      applications/dolphin/scenes/assets/items_i.h
  5. 276 0
      applications/dolphin/scenes/assets/meta.h
  6. 12 4
      applications/dolphin/scenes/scene.c
  7. 44 29
      applications/dolphin/scenes/scene.h
  8. 24 35
      applications/dolphin/scenes/scene_controls.c
  9. 8 61
      applications/dolphin/scenes/scene_dolphin_state.c
  10. 55 145
      applications/dolphin/scenes/scene_gfx.c
  11. 0 2
      assets/compiled/assets_icons.c
  12. 93 13
      assets/compiled/assets_icons.h
  13. BIN
      assets/icons/Scenes/Console_74x67/Console_74x67_0.png
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      assets/icons/Scenes/Console_74x67/Console_74x67_1.png
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      assets/icons/Scenes/Console_74x67/Console_74x67_2.png
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      assets/icons/Scenes/Console_74x67/Console_74x67_3.png
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      assets/icons/Scenes/Console_74x67/Console_74x67_4.png
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      assets/icons/Scenes/Console_74x67/Console_74x67_5.png
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      assets/icons/Scenes/Console_74x67/Console_74x67_6.png
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      assets/icons/Scenes/Console_74x67/Console_74x67_7.png
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      assets/icons/Scenes/Console_74x67/Console_74x67_8.png
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      assets/icons/Scenes/Food/food10_61x98.png
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      assets/icons/Scenes/Food/food11_61x98.png
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      assets/icons/Scenes/Food/food12_61x98.png
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      assets/icons/Scenes/Food/food1_61x98.png
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      assets/icons/Scenes/Food/food2_61x98.png
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      assets/icons/Scenes/Food/food3_61x98.png
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      assets/icons/Scenes/Food/food4_61x98.png
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      assets/icons/Scenes/Food/food5_61x98.png
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      assets/icons/Scenes/Food/food6_61x98.png
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      assets/icons/Scenes/Food/food7_61x98.png
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      assets/icons/Scenes/Food/food8_61x98.png
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      assets/icons/Scenes/Food/food9_61x98.png
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      assets/icons/Scenes/Home_painting_17x20.png
  35. BIN
      assets/icons/Scenes/PC_22x29.png
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      assets/icons/Scenes/Sofa_40x13.png
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      assets/icons/Scenes/Swimming/black_down1_73x61.png
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      assets/icons/Scenes/Swimming/black_down2_73x61.png
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      assets/icons/Scenes/Swimming/black_downleft1_73x61.png
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      assets/icons/Scenes/Swimming/black_downleft2_73x61.png
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      assets/icons/Scenes/Swimming/black_downleft3_73x61.png
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      assets/icons/Scenes/Swimming/black_downright1_73x61.png
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      assets/icons/Scenes/Swimming/black_downright2_73x61.png
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      assets/icons/Scenes/Swimming/black_downright3_73x61.png
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      assets/icons/Scenes/Swimming/black_downup1_73x61.png
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      assets/icons/Scenes/Swimming/black_downup2_73x61.png
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      assets/icons/Scenes/Swimming/black_downup3_73x61.png
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      assets/icons/Scenes/Swimming/black_left1_73x61.png
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      assets/icons/Scenes/Swimming/black_left2_73x61.png
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      assets/icons/Scenes/Swimming/black_left3_73x61.png
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      assets/icons/Scenes/Swimming/black_leftdown1_73x61.png
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      assets/icons/Scenes/Swimming/black_leftdown2_73x61.png
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      assets/icons/Scenes/Swimming/black_leftup1_73x61.png
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      assets/icons/Scenes/Swimming/black_leftup2_73x61.png
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      assets/icons/Scenes/Swimming/black_right1_73x61.png
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      assets/icons/Scenes/Swimming/black_right2_73x61.png
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      assets/icons/Scenes/Swimming/black_right3_73x61.png
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      assets/icons/Scenes/Swimming/black_rightdown1_73x61.png
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      assets/icons/Scenes/Swimming/black_rightdown2_73x61.png
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      assets/icons/Scenes/Swimming/black_rightleft1_73x61.png
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      assets/icons/Scenes/Swimming/black_rightleft2_73x61.png
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      assets/icons/Scenes/Swimming/black_rightup1_73x61.png
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      assets/icons/Scenes/Swimming/black_rightup2_73x61.png
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      assets/icons/Scenes/Swimming/black_up1_73x61.png
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      assets/icons/Scenes/Swimming/black_up2_73x61.png
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      assets/icons/Scenes/Swimming/black_updown1_73x61.png
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      assets/icons/Scenes/Swimming/black_updown2_73x61.png
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      assets/icons/Scenes/Swimming/black_updown3_73x61.png
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      assets/icons/Scenes/Swimming/black_upleft1_73x61.png
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      assets/icons/Scenes/Swimming/black_upleft2_73x61.png
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      assets/icons/Scenes/Swimming/black_upright1_73x61.png
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      assets/icons/Scenes/Swimming/black_upright2_73x61.png
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      assets/icons/Scenes/Swimming/down1_73x61.png
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      assets/icons/Scenes/Swimming/down2_73x61.png
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      assets/icons/Scenes/Swimming/downleft1_73x61.png
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      assets/icons/Scenes/Swimming/downleft2_73x61.png
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      assets/icons/Scenes/Swimming/downleft3_73x61.png
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      assets/icons/Scenes/Swimming/downright1_73x61.png
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      assets/icons/Scenes/Swimming/downright2_73x61.png
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      assets/icons/Scenes/Swimming/downright3_73x61.png
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      assets/icons/Scenes/Swimming/downup1_73x61.png
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      assets/icons/Scenes/Swimming/downup2_73x61.png
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      assets/icons/Scenes/Swimming/downup3_73x61.png
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      assets/icons/Scenes/Swimming/left1_73x61.png
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      assets/icons/Scenes/Swimming/left2_73x61.png
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      assets/icons/Scenes/Swimming/left3_73x61.png
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      assets/icons/Scenes/Swimming/leftdown1_73x61.png
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      assets/icons/Scenes/Swimming/leftdown2_73x61.png
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      assets/icons/Scenes/Swimming/leftup1_73x61.png
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      assets/icons/Scenes/Swimming/leftup2_73x61.png
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      assets/icons/Scenes/Swimming/right1_73x61.png
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      assets/icons/Scenes/Swimming/right2_73x61.png
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      assets/icons/Scenes/Swimming/right3_73x61.png
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      assets/icons/Scenes/Swimming/rightdown1_73x61.png
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      assets/icons/Scenes/Swimming/rightdown2_73x61.png
  96. BIN
      assets/icons/Scenes/Swimming/rightleft1_73x61.png
  97. BIN
      assets/icons/Scenes/Swimming/rightleft2_73x61.png
  98. BIN
      assets/icons/Scenes/Swimming/rightup1_73x61.png
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      assets/icons/Scenes/Swimming/rightup2_73x61.png
  100. BIN
      assets/icons/Scenes/Swimming/up1_73x61.png

+ 9 - 12
applications/dolphin/scenes/assets/emotes.h

@@ -1,15 +1,12 @@
 #pragma once
 
-static const char* emotes_list[] = {
-    "(O_o)",   "(!_?)",   "(^_^)",   "(*__*)", "(@_@)",   "(X_x)",   "(>_<)",   "(^ ^)", "(^_^)",
-    "(-_-)",   "(~_~)",   "(#^.^#)", "(^ ^)",  "(^.^)",   "(-.-)",   "zZzZ",    "(^_-)", "(^_-)",
-    "(+_+)",   "(+o+)",   "(' ')",   "('-')",  "('.')",   "('_')",   "(* > *)", "(o o)", "(^_^)",
-    "(^O^)",   "(^o^)",   "(^o^)",   "(._.)",  "(_^_)",   "('_')",   "('_;)",   "(T_T)", "(;_;)",
-    "(ー_ー)", "(-.-)",   "(^o^)",   "(-_-)",  "(=_=)",   "(=^ ^=)", "(. .)",   "(._.)", "( ^m^)",
-    "(?_?)",   "(*^_^*)", "(^<^)",   "(^.^)",  "(^·^)",   "(^.^)",   "(^_^.)",  "(^_^)", "(^^)",
-    "(^J^)",   "(*^.^*)", "(#^.^#)", "(~o~)",  "(^o^)",   "(-o-)",   "(^. ^)",  "(^o^)", "(*^0^*)",
-    "(*_*)",   "(~ o ~)", "(~_~)",   "(p_-)",  "d[-_-]b", "(^0_0^)", "- ^ -"};
-
-static const char* dialogues_list[] = {
-    "Let's hack!\n\nbla bla bla\nbla bla..",
+// temp
+const char* console_emotes[] = {
+    "Run it, m8",
+    "Lets GOOOO",
+    "Click it, buddy",
+    "I wanna play",
+    "Wtf is this?",
+    "Just do it",
+    "JUST DO IT!",
 };

+ 164 - 76
applications/dolphin/scenes/assets/items.c

@@ -1,49 +1,38 @@
 #include <gui/elements.h>
 #include "applications.h"
 #include "items_i.h"
+#include "emotes.h"
+#include <gui/icon_i.h>
 
-const Item TV = {
-    .layer = 7,
-    .timeout = 10,
-    .x = 160,
-    .y = 34,
-    .icon = &I_TV_20x24,
-    .action_name = "Use",
-    .draw = draw_tv,
-    .callback = smash_tv};
-
-const Item Painting = {
-    .layer = 3,
-    .timeout = 20,
-    .x = 160,
-    .y = 10,
-    .icon = &I_Home_painting_17x20,
-    .action_name = "Inspect",
-    .draw = NULL,
-    .callback = inspect_painting};
-
-const Item Sofa = {
+const Item Food = {
     .layer = 4,
     .timeout = 100,
-    .x = 250,
-    .y = 34,
-    .icon = &I_Sofa_40x13,
-    .action_name = "Sit",
-    .draw = NULL,
-    .callback = sofa_sit};
-
-const Item PC = {
+    .pos =
+        {
+            .x = 0,
+            .y = 90,
+        },
+    .width = 60,
+    .height = 50,
+    .draw = food_redraw,
+    .callback = food_callback};
+
+const Item Console = {
     .layer = 4,
     .timeout = 100,
-    .x = 400,
-    .y = 10,
-    .icon = &I_PC_22x29,
-    .action_name = "Use",
-    .draw = NULL,
-    .callback = pc_callback};
+    .pos =
+        {
+            .x = 357,
+            .y = 190,
+        },
+    .width = 40,
+    .height = 20,
+    .draw = console_redraw,
+    .callback = console_callback};
 
-const Item* Home[ITEMS_NUM] = {&TV, &Sofa, &Painting, &PC};
-const Item** Scenes[1] = {*&Home};
+const Item* Home[] = {&Food, &Console};
+
+const Item** Scenes[] = {Home};
 
 const Item** get_scene(SceneState* state) {
     return Scenes[state->scene_id];
@@ -64,6 +53,37 @@ static void dolphin_scene_start_app(SceneState* state, const FlipperApplication*
     furi_thread_start(state->scene_app_thread);
 }
 
+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 dolphin_scene_type_text(
+    Canvas* canvas,
+    SceneState* state,
+    uint8_t x,
+    uint8_t y,
+    const char* text) {
+    char dialog_str[64];
+    char buf[64];
+
+    strcpy(dialog_str, (char*)text);
+
+    if(state->dialog_progress <= strlen(dialog_str)) {
+        if(HAL_GetTick() / 10 % 2 == 0) state->dialog_progress++;
+        dialog_str[state->dialog_progress] = '\0';
+        snprintf(buf, state->dialog_progress, dialog_str);
+    } else {
+        snprintf(buf, 64, dialog_str);
+    }
+
+    canvas_draw_str_aligned(canvas, x, y, AlignCenter, AlignCenter, buf);
+}
+
 const void scene_activate_item_callback(SceneState* state, Canvas* canvas) {
     furi_assert(state);
     furi_assert(canvas);
@@ -78,16 +98,32 @@ const void scene_activate_item_callback(SceneState* state, Canvas* canvas) {
     }
 }
 
+const Vec2 item_get_pos(SceneState* state, ItemsEnum item) {
+    const Item** current = get_scene(state);
+    Vec2 rel_pos = {0, 0};
+
+    rel_pos.x = DOLPHIN_WIDTH / 2 + (current[item]->pos.x * PARALLAX(current[item]->layer));
+    rel_pos.y = DOLPHIN_WIDTH / 4 + (current[item]->pos.y * PARALLAX(current[item]->layer));
+
+    return rel_pos;
+}
+
 const Item* is_nearby(SceneState* state) {
     furi_assert(state);
     uint8_t item = 0;
     bool found = false;
     const Item** current = get_scene(state);
-    while(item < ITEMS_NUM) {
-        int32_t rel =
+    while(item < ItemsEnumTotal) {
+        int32_t rel_x =
             (DOLPHIN_CENTER + DOLPHIN_WIDTH / 2 -
-             (current[item]->x - state->player_global.x) * PARALLAX(current[item]->layer));
-        if(abs(rel) <= DOLPHIN_WIDTH / 2) {
+             (current[item]->pos.x - state->player_global.x) * PARALLAX(current[item]->layer));
+
+        uint8_t item_height = current[item]->height;
+        uint8_t item_width = current[item]->width;
+
+        int32_t rel_y = current[item]->pos.y - state->player_global.y;
+
+        if(abs(rel_x) <= item_width && abs(rel_y) <= item_height) {
             found = !found;
             break;
         }
@@ -96,50 +132,102 @@ const Item* is_nearby(SceneState* state) {
     return found ? current[item] : NULL;
 }
 
-void draw_tv(Canvas* canvas, void* state) {
-    furi_assert(state);
-    SceneState* s = state;
-    canvas_set_color(canvas, ColorWhite);
-    canvas_draw_box(
-        canvas, (TV.x + 3 - s->player_global.x) * PARALLAX(TV.layer), TV.y + 4, 16, 20);
-    canvas_set_color(canvas, ColorBlack);
+void food_redraw(Canvas* canvas, void* s) {
+    furi_assert(s);
+    SceneState* state = s;
+
+    const Icon* food_frames[] = {
+        &I_food1_61x98,
+        &I_food2_61x98,
+        &I_food3_61x98,
+        &I_food4_61x98,
+        &I_food5_61x98,
+        &I_food6_61x98,
+        &I_food7_61x98,
+        &I_food8_61x98,
+        &I_food9_61x98,
+        &I_food10_61x98,
+        &I_food11_61x98,
+        &I_food12_61x98,
+    };
+
+    uint8_t frame = ((HAL_GetTick() / 200) % SIZEOF_ARRAY(food_frames));
+
+    if(is_nearby(state) && (state->player_global.y > Food.pos.y)) {
+        dolphin_scene_type_text(
+            canvas,
+            state,
+            (Food.pos.x - state->player_global.x) * PARALLAX(Food.layer) + 90,
+            state->screen.y + 8,
+            console_emotes[state->emote_id]);
+
+    } else {
+        state->dialog_progress = 0;
+        state->emote_id = roll_new(state->previous_emote, SIZEOF_ARRAY(console_emotes));
+    }
+
+    canvas_draw_icon(
+        canvas,
+        (Food.pos.x - state->player_global.x) * PARALLAX(Food.layer),
+        Food.pos.y - state->player_global.y,
+        food_frames[frame]);
+
     canvas_set_bitmap_mode(canvas, true);
 }
 
-void smash_tv(Canvas* canvas, void* state) {
-    furi_assert(state);
-    SceneState* s = state;
-    s->player_flipped = true;
-    canvas_set_bitmap_mode(canvas, true);
-    canvas_draw_icon(
-        canvas, ((TV.x - 5) - s->player_global.x) * PARALLAX(TV.layer), TV.y - 2, &I_FX_Bang_32x6);
-    canvas_set_bitmap_mode(canvas, false);
-    if(s->action_timeout < TV.timeout - 2) {
-        elements_multiline_text_framed(canvas, 80, 24, "Bang!");
+void food_callback(Canvas* canvas, void* s) {
+    furi_assert(s);
+    SceneState* state = s;
+    if(state->use_pending) {
+        dolphin_scene_start_app(state, &FLIPPER_SCENE_APPS[1]);
     }
 }
 
-void sofa_sit(Canvas* canvas, void* state) {
-    furi_assert(state);
-    SceneState* s = state;
-    // temp fix pos
-    s->player_global.x = 154;
-    s->dolphin_gfx = &A_FX_Sitting_40x27;
-    s->dolphin_gfx_b = &I_FX_SittingB_40x27;
-}
+void console_redraw(Canvas* canvas, void* s) {
+    furi_assert(s);
+    SceneState* state = s;
 
-void inspect_painting(Canvas* canvas, void* state) {
-    furi_assert(state);
-    SceneState* s = state;
-    if(s->use_pending) {
-        dolphin_scene_start_app(s, &FLIPPER_SCENE_APPS[0]);
+    const Icon* console[] = {
+        &I_Console_74x67_0,
+        &I_Console_74x67_1,
+        &I_Console_74x67_2,
+        &I_Console_74x67_3,
+        &I_Console_74x67_4,
+        &I_Console_74x67_5,
+        &I_Console_74x67_6,
+        &I_Console_74x67_7,
+        &I_Console_74x67_8,
+
+    };
+
+    uint8_t frame = ((HAL_GetTick() / 100) % SIZEOF_ARRAY(console));
+
+    canvas_draw_icon(
+        canvas,
+        (Console.pos.x - state->player_global.x) * PARALLAX(Console.layer),
+        Console.pos.y - state->player_global.y,
+        console[frame]);
+
+    canvas_set_bitmap_mode(canvas, true);
+
+    if(is_nearby(state)) {
+        dolphin_scene_type_text(
+            canvas,
+            state,
+            (Console.pos.x - state->player_global.x) * PARALLAX(Console.layer) - 25,
+            Console.pos.y - state->player_global.y + 14,
+            console_emotes[state->emote_id]);
+
+    } else {
+        state->dialog_progress = 0;
+        state->emote_id = roll_new(state->previous_emote, SIZEOF_ARRAY(console_emotes));
     }
 }
 
-void pc_callback(Canvas* canvas, void* state) {
-    furi_assert(state);
-    SceneState* s = state;
-    if(s->use_pending) {
-        dolphin_scene_start_app(s, &FLIPPER_SCENE_APPS[1]);
+void console_callback(Canvas* canvas, void* s) {
+    furi_assert(s);
+    SceneState* state = s;
+    if(state->use_pending) {
+        dolphin_scene_start_app(state, &FLIPPER_SCENE_APPS[1]);
     }
 }

+ 7 - 1
applications/dolphin/scenes/assets/items.h

@@ -1,8 +1,14 @@
 #pragma once
 #include "dolphin/scenes/scene.h"
 
-#define ITEMS_NUM 4
+typedef enum {
+    ItemsFood,
+    ItemsConsole,
+    ItemsEnumTotal,
+} ItemsEnum;
 
+uint16_t roll_new(uint16_t prev, uint16_t max);
+const Vec2 item_get_pos(SceneState* state, ItemsEnum item);
 const Item* is_nearby(SceneState* state);
 const Item** get_scene(SceneState* state);
 const void scene_activate_item_callback(SceneState* state, Canvas* canvas);

+ 5 - 5
applications/dolphin/scenes/assets/items_i.h

@@ -1,8 +1,8 @@
 #pragma once
 #include "items.h"
 
-void smash_tv(Canvas* canvas, void* state);
-void draw_tv(Canvas* canvas, void* state);
-void sofa_sit(Canvas* canvas, void* state);
-void inspect_painting(Canvas* canvas, void* state);
-void pc_callback(Canvas* canvas, void* state);
+void food_redraw(Canvas* canvas, void* state);
+void food_callback(Canvas* canvas, void* state);
+
+void console_redraw(Canvas* canvas, void* state);
+void console_callback(Canvas* canvas, void* state);

+ 276 - 0
applications/dolphin/scenes/assets/meta.h

@@ -0,0 +1,276 @@
+#pragma once
+#include "dolphin/scenes/scene.h"
+
+const DolphinFrame up = {
+    .frames =
+        {
+            {
+                .f = &I_up1_73x61,
+                .b = &I_black_up1_73x61,
+            },
+            {
+                .f = &I_up2_73x61,
+                .b = &I_black_up2_73x61,
+            },
+        },
+    .total = 2,
+};
+
+const DolphinFrame up_down = {
+    .frames =
+        {
+            {
+                .f = &I_updown1_73x61,
+                .b = &I_black_updown1_73x61,
+            },
+            {
+                .f = &I_updown2_73x61,
+                .b = &I_black_updown2_73x61,
+            },
+            {
+                .f = &I_updown3_73x61,
+                .b = &I_black_updown3_73x61,
+            },
+        },
+    .total = 3,
+};
+
+const DolphinFrame up_right = {
+    .frames =
+        {
+            {
+                .f = &I_upright1_73x61,
+                .b = &I_black_upright1_73x61,
+            },
+            {
+                .f = &I_upright2_73x61,
+                .b = &I_black_upright2_73x61,
+            },
+        },
+    .total = 2,
+};
+
+const DolphinFrame up_left = {
+    .frames =
+        {
+            {
+                .f = &I_upleft1_73x61,
+                .b = &I_black_upleft1_73x61,
+            },
+            {
+                .f = &I_upleft2_73x61,
+                .b = &I_black_upleft2_73x61,
+            },
+        },
+    .total = 2,
+};
+
+const DolphinFrame right = {
+    .frames =
+        {
+            {
+                .f = &I_right1_73x61,
+                .b = &I_black_right1_73x61,
+            },
+            {
+                .f = &I_right2_73x61,
+                .b = &I_black_right2_73x61,
+            },
+            {
+                .f = &I_right3_73x61,
+                .b = &I_black_right3_73x61,
+            },
+        },
+    .total = 3,
+};
+
+const DolphinFrame right_up = {
+    .frames =
+        {
+            {
+                .f = &I_rightup1_73x61,
+                .b = &I_black_rightup1_73x61,
+            },
+            {
+                .f = &I_rightup2_73x61,
+                .b = &I_black_rightup2_73x61,
+            },
+        },
+    .total = 2,
+};
+
+const DolphinFrame right_down = {
+    .frames =
+        {
+            {
+                .f = &I_rightdown1_73x61,
+                .b = &I_black_rightdown1_73x61,
+            },
+            {
+                .f = &I_rightdown2_73x61,
+                .b = &I_black_rightdown2_73x61,
+            },
+        },
+    .total = 2,
+};
+
+const DolphinFrame right_left = {
+    .frames =
+        {
+            {
+                .f = &I_rightleft1_73x61,
+                .b = &I_black_rightleft1_73x61,
+            },
+            {
+                .f = &I_rightleft2_73x61,
+                .b = &I_black_rightleft2_73x61,
+            },
+        },
+    .total = 2,
+};
+
+const DolphinFrame down = {
+    .frames =
+        {
+            {
+                .f = &I_down1_73x61,
+                .b = &I_black_down1_73x61,
+            },
+            {
+                .f = &I_down2_73x61,
+                .b = &I_black_down2_73x61,
+            },
+        },
+    .total = 2,
+};
+
+const DolphinFrame down_up = {
+    .frames =
+        {
+            {
+                .f = &I_downup1_73x61,
+                .b = &I_black_downup1_73x61,
+            },
+            {
+                .f = &I_downup2_73x61,
+                .b = &I_black_downup2_73x61,
+            },
+            {
+                .f = &I_downup3_73x61,
+                .b = &I_black_downup3_73x61,
+            },
+        },
+    .total = 3,
+};
+
+const DolphinFrame down_left = {
+    .frames =
+        {
+            {
+                .f = &I_downleft1_73x61,
+                .b = &I_black_downleft1_73x61,
+            },
+            {
+                .f = &I_downleft2_73x61,
+                .b = &I_black_downleft2_73x61,
+            },
+            {
+                .f = &I_downleft3_73x61,
+                .b = &I_black_downleft3_73x61,
+            },
+        },
+    .total = 3,
+};
+
+const DolphinFrame down_right = {
+    .frames =
+        {
+            {
+                .f = &I_downright1_73x61,
+                .b = &I_black_downright1_73x61,
+            },
+            {
+                .f = &I_downright2_73x61,
+                .b = &I_black_downright2_73x61,
+            },
+            {
+                .f = &I_downright3_73x61,
+                .b = &I_black_downright3_73x61,
+            },
+        },
+    .total = 3,
+};
+
+const DolphinFrame left = {
+    .frames =
+        {
+            {
+                .f = &I_left1_73x61,
+                .b = &I_black_left1_73x61,
+            },
+            {
+                .f = &I_left2_73x61,
+                .b = &I_black_left2_73x61,
+            },
+            {
+                .f = &I_left3_73x61,
+                .b = &I_black_left3_73x61,
+            },
+        },
+    .total = 3,
+};
+
+const DolphinFrame left_up = {
+    .frames =
+        {
+            {
+                .f = &I_leftup1_73x61,
+                .b = &I_black_leftup1_73x61,
+            },
+            {
+                .f = &I_leftup2_73x61,
+                .b = &I_black_leftup2_73x61,
+            },
+        },
+    .total = 2,
+};
+
+const DolphinFrame left_down = {
+    .frames =
+        {
+            {
+                .f = &I_leftdown1_73x61,
+                .b = &I_black_leftdown1_73x61,
+            },
+            {
+                .f = &I_leftdown2_73x61,
+                .b = &I_black_leftdown2_73x61,
+            },
+        },
+    .total = 2,
+};
+
+const DolphinFrame left_right = {
+    .frames =
+        {
+            {
+                .f = &I_rightleft1_73x61,
+                .b = &I_black_rightleft1_73x61,
+            },
+            {
+                .f = &I_rightleft2_73x61,
+                .b = &I_black_rightleft2_73x61,
+            },
+        },
+    .total = 2,
+};
+
+const DolphinFrame* frames[4][4] = {
+    [DirUp] = {[DirUp] = &up, [DirRight] = &up_right, [DirDown] = &up_down, [DirLeft] = &up_left},
+    [DirRight] =
+        {[DirUp] = &right_up, [DirRight] = &right, [DirDown] = &right_down, [DirLeft] = &right_left},
+    [DirDown] =
+        {[DirUp] = &down_up, [DirRight] = &down_right, [DirDown] = &down, [DirLeft] = &down_left},
+    [DirLeft] =
+        {[DirUp] = &left_up, [DirRight] = &left_right, [DirDown] = &left_down, [DirLeft] = &left},
+};

+ 12 - 4
applications/dolphin/scenes/scene.c

@@ -52,7 +52,7 @@ void scene_alloc() {
 
     // SceneAppGui
     scene_app_gui = furi_alloc(sizeof(SceneAppGui));
-    scene_app_gui->mqueue = osMessageQueueNew(2, sizeof(AppEvent), NULL);
+    scene_app_gui->mqueue = osMessageQueueNew(8, sizeof(AppEvent), NULL);
     scene_app_gui->gui = furi_record_open("gui");
     scene_app_gui->view_port = view_port_alloc();
     scene_app_gui->timer =
@@ -62,10 +62,18 @@ void scene_alloc() {
     SceneState* scene_state = furi_alloc(sizeof(SceneState));
     scene_state->player.y = DOLPHIN_DEFAULT_Y;
     scene_state->player.x = DOLPHIN_CENTER;
-    scene_state->player_global.x = random() % WORLD_WIDTH / 4;
+
+    scene_state->player_global.x = 160;
+    scene_state->player_global.y = WORLD_HEIGHT;
+
+    scene_state->frame_group = DirRight;
+    scene_state->frame_type = DirRight;
+    scene_state->frame_pending = DirRight;
+    scene_state->last_group = DirRight;
+
     scene_state->screen.x = scene_state->player.x;
     scene_state->screen.y = scene_state->player.y;
-
+    // scene_state->debug = true;
     scene_state_mutex = furi_alloc(sizeof(ValueMutex));
     furi_check(init_mutex(scene_state_mutex, scene_state, sizeof(SceneState)));
 
@@ -73,7 +81,7 @@ void scene_alloc() {
     view_port_draw_callback_set(scene_app_gui->view_port, dolphin_scene_redraw, scene_state_mutex);
     view_port_input_callback_set(
         scene_app_gui->view_port, scene_engine_input_callback, scene_app_gui->mqueue);
-    gui_add_view_port(scene_app_gui->gui, scene_app_gui->view_port, GuiLayerMain);
+    gui_add_view_port(scene_app_gui->gui, scene_app_gui->view_port, GuiLayerFullscreen);
     view_port_enabled_set(scene_app_gui->view_port, true);
     printf("scene_alloc: complete\r\n");
 }

+ 44 - 29
applications/dolphin/scenes/scene.h

@@ -16,26 +16,28 @@
 // player
 #define DOLPHIN_WIDTH 32
 #define DOLPHIN_HEIGHT 32
-#define DOLPHIN_CENTER (SCREEN_WIDTH / 2 - DOLPHIN_WIDTH / 2)
-#define SPEED_X 2
-#define ACTIONS_NUM 5
-#define DOLPHIN_DEFAULT_Y 20
+#define DOLPHIN_CENTER (SCREEN_WIDTH / 2 - DOLPHIN_WIDTH)
+#define SPEED_X 4
+#define SPEED_Y 4
+#define ACTIONS_NUM 4
+#define DOLPHIN_DEFAULT_Y 2
+#define MAX_FRAMES 3
+
 // world
-#define WORLD_WIDTH 2048
-#define WORLD_HEIGHT 64
+#define WORLD_WIDTH 256
+#define WORLD_HEIGHT 192
 
 #define LAYERS 8
-#define SCENE_ZOOM 9
 #define DOLPHIN_LAYER 6
 #define PARALLAX_MOD 7
 #define PARALLAX(layer) layer / PARALLAX_MOD - layer
 
 #define DIALOG_PROGRESS 250
 
-enum Actions { SLEEP = 0, IDLE, WALK, EMOTE, INTERACT, MINDCONTROL };
+enum Actions { IDLE = 0, EMOTE, INTERACT, MINDCONTROL };
 
 static const uint16_t default_timeout[] =
-    {[SLEEP] = 300, [IDLE] = 100, [WALK] = 100, [EMOTE] = 50, [INTERACT] = 10, [MINDCONTROL] = 50};
+    {[IDLE] = 100, [EMOTE] = 50, [INTERACT] = 10, [MINDCONTROL] = 50};
 
 typedef enum {
     EventTypeTick,
@@ -64,47 +66,60 @@ typedef struct {
 typedef struct {
     uint8_t layer;
     uint16_t timeout;
-    int32_t x;
-    int32_t y;
-    const Icon* icon;
-    char action_name[16];
+    Vec2 pos;
+
+    uint8_t width;
+    uint8_t height;
+
     void (*draw)(Canvas* canvas, void* model);
     void (*callback)(Canvas* canvas, void* model);
 } Item;
 
+typedef enum {
+    DirUp = 0,
+    DirRight,
+    DirDown,
+    DirLeft,
+} FrameDirectionEnum;
+
+typedef struct {
+    const Icon* f;
+    const Icon* b;
+} DolphinGfxAsset;
+
+typedef struct {
+    const DolphinGfxAsset frames[MAX_FRAMES];
+    const uint8_t total;
+} DolphinFrame;
+
 typedef struct {
-    ///
     Vec2 player;
     Vec2 player_global;
     Vec2 player_v;
     Vec2 screen;
 
-    const Icon* dolphin_gfx;
-    const Icon* dolphin_gfx_b; // temp
+    FrameDirectionEnum frame_group;
+    FrameDirectionEnum last_group;
+    FrameDirectionEnum frame_pending;
+    FrameDirectionEnum frame_type;
 
-    bool player_flipped;
+    const DolphinFrame* current_frame;
+
+    bool transition;
+    bool transition_pending;
     bool use_pending;
-    // dolphin_scene_debug
     bool debug;
 
     uint8_t player_anim;
-    uint8_t scene_id;
+    uint8_t frame_idx;
 
+    uint8_t scene_id;
     uint8_t emote_id;
     uint8_t previous_emote;
 
-    uint8_t dialogue_id;
-    uint8_t previous_dialogue;
-
-    uint32_t action_timeout;
-    uint8_t poi;
-
     uint8_t action;
-    uint8_t next_action;
     uint8_t prev_action;
-
-    int8_t zoom_v;
-    uint8_t scene_zoom;
+    uint8_t action_timeout;
     uint8_t dialog_progress;
 
     FuriThread* scene_app_thread;

+ 24 - 35
applications/dolphin/scenes/scene_controls.c

@@ -6,43 +6,31 @@ void dolphin_scene_handle_user_input(SceneState* state, InputEvent* input) {
     furi_assert(state);
     furi_assert(input);
 
-    // dolphin_scene_debug
-    if(input->type == InputTypeShort) {
-        if(input->key == InputKeyUp) {
-            state->debug = !state->debug;
-        }
-    }
-    // toggle mind control on any user interaction
+    state->last_group = state->frame_group;
     if(input->type == InputTypePress) {
-        if(input->key == InputKeyLeft || input->key == InputKeyRight || input->key == InputKeyOk) {
-            state->action = MINDCONTROL;
-        }
-    }
-    // zoom poc for tests
-    if(input->type == InputTypePress) {
-        if(input->key == InputKeyDown) {
-            state->zoom_v = SPEED_X;
-        }
-    } else if(input->type == InputTypeRelease) {
-        if(input->key == InputKeyDown) {
-            state->zoom_v = -SPEED_X * 2;
-            state->dialog_progress = 0;
-        }
+        state->action = MINDCONTROL;
     }
-    // mind control
+
     if(state->action == MINDCONTROL) {
         if(input->type == InputTypePress) {
             if(input->key == InputKeyRight) {
-                state->player_flipped = false;
+                state->player_v.y = 0;
                 state->player_v.x = SPEED_X;
             } else if(input->key == InputKeyLeft) {
-                state->player_flipped = true;
+                state->player_v.y = 0;
                 state->player_v.x = -SPEED_X;
-            }
-        } else if(input->type == InputTypeRelease) {
-            if(input->key == InputKeyRight || input->key == InputKeyLeft) {
+            } else if(input->key == InputKeyUp) {
                 state->player_v.x = 0;
+                state->player_v.y = -SPEED_Y;
+            } else if(input->key == InputKeyDown) {
+                state->player_v.x = 0;
+                state->player_v.y = SPEED_Y;
             }
+        }
+
+        if(input->type == InputTypeRelease) {
+            state->player_v.x = 0;
+            state->player_v.y = 0;
         } else if(input->type == InputTypeShort) {
             if(input->key == InputKeyOk) {
                 state->prev_action = MINDCONTROL;
@@ -59,13 +47,14 @@ void dolphin_scene_coordinates(SceneState* state, uint32_t dt) {
 
     // global pos
     state->player_global.x = CLAMP(state->player_global.x + state->player_v.x, WORLD_WIDTH, 0);
+    state->player_global.y = CLAMP(state->player_global.y + state->player_v.y, WORLD_HEIGHT, 0);
 
-    // zoom handlers
-    state->scene_zoom = CLAMP(state->scene_zoom + state->zoom_v, SCENE_ZOOM, 0);
-    state->player.x = CLAMP(state->player.x - (state->zoom_v * (SPEED_X * 2)), DOLPHIN_CENTER, 0);
-    state->player.y = CLAMP(state->player.y - (state->zoom_v * SPEED_X / 2), DOLPHIN_DEFAULT_Y, 3);
-
-    //center screen
-    state->screen.x = state->player_global.x - state->player.x;
-    state->player_anim = (state->player_global.x / 10) % 2;
+    // nudge camera postition
+    if(state->player_global.x > 170) {
+        state->player.x =
+            CLAMP(state->player.x - state->player_v.x / 2, DOLPHIN_CENTER, -DOLPHIN_WIDTH / 2);
+    } else if(state->player_global.x < 70) {
+        state->player.x =
+            CLAMP(state->player.x - state->player_v.x / 2, DOLPHIN_WIDTH * 2, DOLPHIN_CENTER);
+    }
 }

+ 8 - 61
applications/dolphin/scenes/scene_dolphin_state.c

@@ -1,74 +1,32 @@
 #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;
-}
+#include "assets/items.h"
 
 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 = roll_new(state->prev_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 == MINDCONTROL) {
+        if(state->player_v.x != 0 || state->player_v.y != 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, SIZEOF_ARRAY(emotes_list));
-            break;
-        }
     case INTERACT:
         if(state->action_timeout == 0) {
             if(state->prev_action == MINDCONTROL) {
@@ -78,20 +36,9 @@ void dolphin_scene_update_state(SceneState* state, uint32_t t, uint32_t dt) {
             }
         }
         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);
         }

+ 55 - 145
applications/dolphin/scenes/scene_gfx.c

@@ -1,101 +1,46 @@
 #include <furi.h>
 #include "scene.h"
-#include "assets/emotes.h"
 #include "assets/items.h"
+#include "assets/meta.h"
 #include <gui/elements.h>
 
-const char* action_str[] = {"Sleep", "Idle", "Walk", "Emote", "Use", "MC"};
-
-static void scene_draw_hint(SceneState* state, Canvas* canvas, bool glitching) {
-    furi_assert(state);
-    furi_assert(canvas);
-    char buf[32];
-
-    const Item* near = is_nearby(state);
-    if(near) {
-        int32_t hint_pos_x = (near->x - state->player_global.x) * PARALLAX(near->layer) + 25;
-        int8_t hint_pos_y = near->y < 15 ? near->y + 4 : near->y - 16;
-
-        strcpy(buf, near->action_name);
-        if(glitching) {
-            for(size_t g = 0; g != state->action_timeout; g++) {
-                buf[(g * 23) % strlen(buf)] = ' ' + (random() % g * 17) % ('z' - ' ');
-            }
-        }
-
-        canvas_draw_str(canvas, hint_pos_x, hint_pos_y, buf);
+void dolphin_scene_transition_handler(SceneState* state) {
+    uint8_t speed_mod = (state->player_v.x || state->player_v.y || state->transition) ? 6 : 10;
+
+    if(state->player_v.x < 0) {
+        state->frame_pending = DirLeft;
+    } else if(state->player_v.x > 0) {
+        state->frame_pending = DirRight;
+    } else if(state->player_v.y < 0) {
+        state->frame_pending = DirUp;
+    } else if(state->player_v.y > 0) {
+        state->frame_pending = DirDown;
     }
-}
+    state->transition_pending = state->frame_group != state->frame_pending;
 
-static void scene_draw_current_emote(SceneState* state, Canvas* canvas) {
-    furi_assert(state);
-    furi_assert(canvas);
-    elements_multiline_text_framed(canvas, 80, 20, (char*)emotes_list[state->emote_id]);
-}
-
-static void scene_draw_sleep_emote(SceneState* state, Canvas* canvas) {
-    furi_assert(state);
-    furi_assert(canvas);
-
-    char dialog_str[] = "zZzZ..";
-    // 2do - sofa x pos getter
-    if(state->player_global.x == 154 && state->action_timeout % 100 < 50) {
-        if(state->dialog_progress < strlen(dialog_str)) {
-            if(state->action_timeout % 10 == 0) state->dialog_progress++;
-
-            dialog_str[state->dialog_progress + 1] = '\0';
-            canvas_draw_str(canvas, 80, 20, dialog_str);
-        }
-
-    } else {
-        state->dialog_progress = 0;
+    if(*&frames[state->frame_group][state->frame_type]->frames[state->frame_idx].f) {
+        state->current_frame = *&frames[state->frame_group][state->frame_type];
     }
-}
 
-static void scene_draw_dialog(SceneState* state, Canvas* canvas) {
-    furi_assert(state);
-    furi_assert(canvas);
+    uint8_t total = state->current_frame->frames[2].f == NULL ? 2 : 3;
 
-    char dialog_str[64];
-    char buf[64];
-
-    strcpy(dialog_str, (char*)dialogues_list[state->dialogue_id]);
-
-    if(state->dialog_progress <= strlen(dialog_str)) {
-        if(state->action_timeout % 2 == 0) state->dialog_progress++;
-        dialog_str[state->dialog_progress] = '\0';
-        snprintf(buf, state->dialog_progress, dialog_str);
-    } else {
-        snprintf(buf, 64, dialog_str);
+    if(state->transition_pending && !state->frame_idx) {
+        state->transition_pending = false;
+        state->transition = true;
     }
 
-    elements_multiline_text_framed(canvas, 68, 16, buf);
-}
-
-/*
-static void draw_idle_emote(SceneState* state, Canvas* canvas){
-    if(state->action_timeout % 50 < 40 && state->prev_action == MINDCONTROL){
-        elements_multiline_text_framed(canvas, 68, 16, "WUT?!");
+    if(state->transition) {
+        state->frame_type = state->frame_pending;
+        state->frame_group = state->last_group;
+        state->transition = !(state->frame_idx == total - 1);
+    } else {
+        state->frame_group = state->frame_type;
     }
-}
-*/
-
-static void draw_idle_emote(SceneState* state, Canvas* canvas) {
-    furi_assert(state);
-    furi_assert(canvas);
 
-    char dialog_str[] = "...";
+    state->player_anim++;
 
-    if(state->action_timeout % 100 < 50) {
-        if(state->dialog_progress < strlen(dialog_str)) {
-            if(state->action_timeout % 10 == 0) state->dialog_progress++;
-
-            dialog_str[state->dialog_progress + 1] = '\0';
-            canvas_draw_str(canvas, 70, 15, dialog_str);
-        }
-
-    } else {
-        state->dialog_progress = 0;
+    if(!(state->player_anim % speed_mod)) {
+        state->frame_idx = (state->frame_idx + 1) % total;
     }
 }
 
@@ -103,44 +48,24 @@ void dolphin_scene_render_dolphin(SceneState* state, Canvas* canvas) {
     furi_assert(state);
     furi_assert(canvas);
 
-    if(state->scene_zoom == SCENE_ZOOM) {
-        state->dolphin_gfx = &I_DolphinExcited_64x63;
-    } else if(state->action == SLEEP && state->player_global.x == 154) { // 2do - sofa x pos getter
-        state->dolphin_gfx = &A_FX_Sitting_40x27;
-        state->dolphin_gfx_b = &I_FX_SittingB_40x27;
-    } else if(state->action != INTERACT) {
-        if(state->player_v.x < 0 || state->player_flipped) {
-            if(state->player_anim == 0) {
-                state->dolphin_gfx = &I_WalkL1_32x32;
-                state->dolphin_gfx_b = &I_WalkLB1_32x32;
-
-            } else {
-                state->dolphin_gfx = &I_WalkL2_32x32;
-                state->dolphin_gfx_b = &I_WalkLB2_32x32;
-            }
-        } else if(state->player_v.x > 0 || !state->player_flipped) {
-            if(state->player_anim == 0) {
-                state->dolphin_gfx = &I_WalkR1_32x32;
-                state->dolphin_gfx_b = &I_WalkRB1_32x32;
-
-            } else {
-                state->dolphin_gfx = &I_WalkR2_32x32;
-                state->dolphin_gfx_b = &I_WalkRB2_32x32;
-            }
-        }
-    }
+    dolphin_scene_transition_handler(state);
 
     canvas_set_bitmap_mode(canvas, true);
     canvas_set_color(canvas, ColorWhite);
-    canvas_draw_icon(canvas, state->player.x, state->player.y, state->dolphin_gfx_b);
+    canvas_draw_icon(
+        canvas, state->player.x, state->player.y, state->current_frame->frames[state->frame_idx].b);
     canvas_set_color(canvas, ColorBlack);
-    canvas_draw_icon(canvas, state->player.x, state->player.y, state->dolphin_gfx);
+    canvas_draw_icon(
+        canvas, state->player.x, state->player.y, state->current_frame->frames[state->frame_idx].f);
     canvas_set_bitmap_mode(canvas, false);
 }
 
-static bool item_screen_bounds(int32_t pos) {
+static bool item_screen_bounds_x(int32_t pos) {
     return pos > -SCREEN_WIDTH && pos < (SCREEN_WIDTH * 2);
 }
+static bool item_screen_bounds_y(int32_t pos) {
+    return pos > -SCREEN_HEIGHT * 2 && pos < (SCREEN_HEIGHT * 2);
+}
 
 void dolphin_scene_render(SceneState* state, Canvas* canvas, uint32_t t) {
     furi_assert(state);
@@ -151,24 +76,17 @@ void dolphin_scene_render(SceneState* state, Canvas* canvas, uint32_t t) {
     const Item** current_scene = get_scene(state);
 
     for(uint8_t l = 0; l < LAYERS; l++) {
-        if(state->scene_zoom < SCENE_ZOOM) {
-            for(uint8_t i = 0; i < ITEMS_NUM; i++) {
-                int32_t item_pos = (current_scene[i]->x - state->player_global.x);
-                if(item_screen_bounds(item_pos)) {
-                    if(current_scene[i]->draw) current_scene[i]->draw(canvas, state);
-
-                    if(l == current_scene[i]->layer) {
-                        canvas_draw_icon(
-                            canvas,
-                            item_pos * PARALLAX(l),
-                            current_scene[i]->y,
-                            current_scene[i]->icon);
-                        canvas_set_bitmap_mode(canvas, false);
+        for(uint8_t i = 0; i < ItemsEnumTotal; i++) {
+            int32_t item_pos_X = (current_scene[i]->pos.x - state->player_global.x);
+            int32_t item_pos_Y = (current_scene[i]->pos.y - state->player_global.y);
+
+            if(item_screen_bounds_x(item_pos_X) && item_screen_bounds_y(item_pos_Y)) {
+                if(l == current_scene[i]->layer) {
+                    if(current_scene[i]->draw) {
+                        current_scene[i]->draw(canvas, state);
                     }
                 }
             }
-
-            if(l == 0) canvas_draw_line(canvas, 0, 42, 128, 42);
         }
 
         if(l == DOLPHIN_LAYER) dolphin_scene_render_dolphin(state, canvas);
@@ -188,24 +106,16 @@ void dolphin_scene_render_state(SceneState* state, Canvas* canvas) {
     if(state->debug) {
         sprintf(
             buf,
-            "x:%ld>%d %ld %s",
-            state->player_global.x,
-            state->poi,
-            state->action_timeout,
-            action_str[state->action]);
+            "%d:%d %d/%dP%dL%d T%d-%d",
+            state->frame_idx,
+            state->current_frame->frames[2].f == NULL ? 2 : 3,
+            state->frame_group,
+            state->frame_type,
+            state->frame_pending,
+            state->last_group,
+            state->transition_pending,
+            state->transition);
         canvas_draw_str(canvas, 0, 13, buf);
     }
-
-    if(state->scene_zoom == SCENE_ZOOM)
-        scene_draw_dialog(state, canvas);
-    else if(state->action == EMOTE)
-        scene_draw_current_emote(state, canvas);
-    else if(state->action == MINDCONTROL)
-        scene_draw_hint(state, canvas, state->action_timeout > 45);
-    else if(state->action == INTERACT)
-        scene_activate_item_callback(state, canvas);
-    else if(state->action == SLEEP)
-        scene_draw_sleep_emote(state, canvas);
-    else if(state->action == IDLE)
-        draw_idle_emote(state, canvas);
+    if(state->action == INTERACT) scene_activate_item_callback(state, canvas);
 }

Разлика између датотеке није приказан због своје велике величине
+ 0 - 2
assets/compiled/assets_icons.c


+ 93 - 13
assets/compiled/assets_icons.h

@@ -112,19 +112,99 @@ extern const Icon I_RFIDDolphinSend_97x61;
 extern const Icon I_RFIDDolphinReceive_97x61;
 extern const Icon I_SDQuestion_35x43;
 extern const Icon I_SDError_43x35;
-extern const Icon I_WalkR2_32x32;
-extern const Icon I_WalkL2_32x32;
-extern const Icon I_WalkRB1_32x32;
-extern const Icon I_Home_painting_17x20;
-extern const Icon I_WalkLB2_32x32;
-extern const Icon I_Sofa_40x13;
-extern const Icon I_WalkLB1_32x32;
-extern const Icon I_PC_22x29;
-extern const Icon I_WalkL1_32x32;
-extern const Icon I_TV_20x20;
-extern const Icon I_WalkR1_32x32;
-extern const Icon I_WalkRB2_32x32;
-extern const Icon I_TV_20x24;
+extern const Icon I_Console_74x67_4;
+extern const Icon I_Console_74x67_5;
+extern const Icon I_Console_74x67_7;
+extern const Icon I_Console_74x67_6;
+extern const Icon I_Console_74x67_2;
+extern const Icon I_Console_74x67_3;
+extern const Icon I_Console_74x67_1;
+extern const Icon I_Console_74x67_0;
+extern const Icon I_Console_74x67_8;
+extern const Icon I_food8_61x98;
+extern const Icon I_food5_61x98;
+extern const Icon I_food3_61x98;
+extern const Icon I_food9_61x98;
+extern const Icon I_food12_61x98;
+extern const Icon I_food4_61x98;
+extern const Icon I_food2_61x98;
+extern const Icon I_food7_61x98;
+extern const Icon I_food11_61x98;
+extern const Icon I_food1_61x98;
+extern const Icon I_food6_61x98;
+extern const Icon I_food10_61x98;
+extern const Icon I_rightdown2_73x61;
+extern const Icon I_black_upright2_73x61;
+extern const Icon I_black_leftup1_73x61;
+extern const Icon I_black_upleft1_73x61;
+extern const Icon I_black_down2_73x61;
+extern const Icon I_downleft3_73x61;
+extern const Icon I_down2_73x61;
+extern const Icon I_black_downright2_73x61;
+extern const Icon I_black_downleft2_73x61;
+extern const Icon I_up2_73x61;
+extern const Icon I_right1_73x61;
+extern const Icon I_black_up1_73x61;
+extern const Icon I_upright1_73x61;
+extern const Icon I_black_rightleft2_73x61;
+extern const Icon I_black_right3_73x61;
+extern const Icon I_upleft2_73x61;
+extern const Icon I_black_downup3_73x61;
+extern const Icon I_black_updown3_73x61;
+extern const Icon I_leftup2_73x61;
+extern const Icon I_leftdown2_73x61;
+extern const Icon I_downup1_73x61;
+extern const Icon I_updown1_73x61;
+extern const Icon I_rightup1_73x61;
+extern const Icon I_black_rightdown1_73x61;
+extern const Icon I_downleft2_73x61;
+extern const Icon I_downright1_73x61;
+extern const Icon I_black_downright3_73x61;
+extern const Icon I_black_downleft3_73x61;
+extern const Icon I_rightleft1_73x61;
+extern const Icon I_black_right2_73x61;
+extern const Icon I_black_rightup2_73x61;
+extern const Icon I_black_downup2_73x61;
+extern const Icon I_black_updown2_73x61;
+extern const Icon I_black_left1_73x61;
+extern const Icon I_black_leftdown2_73x61;
+extern const Icon I_left1_73x61;
+extern const Icon I_rightup2_73x61;
+extern const Icon I_black_rightdown2_73x61;
+extern const Icon I_downup2_73x61;
+extern const Icon I_updown2_73x61;
+extern const Icon I_right3_73x61;
+extern const Icon I_downright2_73x61;
+extern const Icon I_downleft1_73x61;
+extern const Icon I_black_rightup1_73x61;
+extern const Icon I_black_right1_73x61;
+extern const Icon I_rightleft2_73x61;
+extern const Icon I_left2_73x61;
+extern const Icon I_black_left2_73x61;
+extern const Icon I_black_downup1_73x61;
+extern const Icon I_black_updown1_73x61;
+extern const Icon I_black_leftdown1_73x61;
+extern const Icon I_downup3_73x61;
+extern const Icon I_updown3_73x61;
+extern const Icon I_black_leftup2_73x61;
+extern const Icon I_black_upright1_73x61;
+extern const Icon I_rightdown1_73x61;
+extern const Icon I_right2_73x61;
+extern const Icon I_black_downleft1_73x61;
+extern const Icon I_down1_73x61;
+extern const Icon I_black_downright1_73x61;
+extern const Icon I_up1_73x61;
+extern const Icon I_downright3_73x61;
+extern const Icon I_black_down1_73x61;
+extern const Icon I_black_upleft2_73x61;
+extern const Icon I_upleft1_73x61;
+extern const Icon I_black_rightleft1_73x61;
+extern const Icon I_black_up2_73x61;
+extern const Icon I_upright2_73x61;
+extern const Icon I_leftdown1_73x61;
+extern const Icon I_left3_73x61;
+extern const Icon I_leftup1_73x61;
+extern const Icon I_black_left3_73x61;
 extern const Icon I_BadUsb_9x8;
 extern const Icon I_PlaceholderR_30x13;
 extern const Icon I_Background_128x8;

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Неке датотеке нису приказане због велике количине промена