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- #include <furi.h>
- #include <gui/elements.h>
- #include "scene.h"
- void dolphin_scene_handle_user_input(SceneState* state, InputEvent* input) {
- furi_assert(state);
- furi_assert(input);
- state->last_group = state->frame_group;
- if(input->type == InputTypePress) {
- state->action = MINDCONTROL;
- }
- if(state->action == MINDCONTROL) {
- if(input->type == InputTypePress) {
- if(input->key == InputKeyRight) {
- state->player_v.y = 0;
- state->player_v.x = SPEED_X;
- } else if(input->key == InputKeyLeft) {
- state->player_v.y = 0;
- state->player_v.x = -SPEED_X;
- } 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;
- 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);
- state->player_global.y = CLAMP(state->player_global.y + state->player_v.y, WORLD_HEIGHT, 0);
- // 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);
- }
- }
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