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- #include <furi.h>
- #include <gui/elements.h>
- #include "dolphin_scene/dolphin_scene.h"
- 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) {
- 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;
- }
- }
- }
- // zoom handlers
- canvas_set_bitmap_mode(canvas, true);
- canvas_set_color(canvas, ColorWhite);
- canvas_draw_icon_name(canvas, state->player.x, state->player.y, state->dolphin_gfx_b);
- canvas_set_color(canvas, ColorBlack);
- canvas_draw_icon_name(canvas, state->player.x, state->player.y, state->dolphin_gfx);
- canvas_set_bitmap_mode(canvas, false);
- }
- 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
- 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;
- }
- }
- // mind control
- if(state->action == MINDCONTROL) {
- if(input->type == InputTypePress) {
- if(input->key == InputKeyRight) {
- state->player_flipped = false;
- state->player_v.x = SPEED_X;
- } else if(input->key == InputKeyLeft) {
- state->player_flipped = true;
- state->player_v.x = -SPEED_X;
- }
- } else if(input->type == InputTypeRelease) {
- if(input->key == InputKeyRight || input->key == InputKeyLeft) {
- state->player_v.x = 0;
- }
- } else if(input->type == InputTypeShort) {
- if(input->key == InputKeyOk) {
- state->prev_action = MINDCONTROL;
- state->action = INTERACT;
- state->use_pending = true;
- state->action_timeout = 0;
- }
- }
- }
- }
- void dolphin_scene_coordinates(SceneState* state, uint32_t dt) {
- furi_assert(state);
- // global pos
- state->player_global.x = CLAMP(state->player_global.x + state->player_v.x, WORLD_WIDTH, 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;
- }
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