flipperzero-firmware/applications/dolphin/scenes/scene_controls.c

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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);
}
}