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

This commit is contained in:
its your bedtime
2021-08-05 23:49:04 +03:00
committed by GitHub
parent 5741ed2bd5
commit 9c38efd4ef
118 changed files with 1055 additions and 419 deletions

View File

@@ -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!",
};

View File

@@ -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};
.pos =
{
.x = 0,
.y = 90,
},
.width = 60,
.height = 50,
.draw = food_redraw,
.callback = food_callback};
const Item PC = {
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);
canvas_set_bitmap_mode(canvas, true);
}
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));
}
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!");
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 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]);
}
}

View File

@@ -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);

View File

@@ -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);

View File

@@ -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},
};

View File

@@ -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");
}

View File

@@ -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;

View File

@@ -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;
}
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.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);
}
}

View File

@@ -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);
}

View File

@@ -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"};
void dolphin_scene_transition_handler(SceneState* state) {
uint8_t speed_mod = (state->player_v.x || state->player_v.y || state->transition) ? 6 : 10;
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);
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]);
}
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_sleep_emote(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[] = "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);
}
if(state->transition_pending && !state->frame_idx) {
state->transition_pending = false;
state->transition = true;
}
if(state->transition) {
state->frame_type = state->frame_pending;
state->frame_group = state->last_group;
state->transition = !(state->frame_idx == total - 1);
} else {
state->dialog_progress = 0;
}
}
static void scene_draw_dialog(SceneState* state, Canvas* canvas) {
furi_assert(state);
furi_assert(canvas);
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);
state->frame_group = state->frame_type;
}
elements_multiline_text_framed(canvas, 68, 16, buf);
}
state->player_anim++;
/*
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?!");
}
}
*/
static void draw_idle_emote(SceneState* state, Canvas* canvas) {
furi_assert(state);
furi_assert(canvas);
char dialog_str[] = "...";
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);
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(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);
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);
}