#include #include "scene.h" #include "assets/emotes.h" #include "assets/items.h" #include 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); } } 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..."; char buf[64]; // 2do - sofa x pos getter if(state->player_global.x == 154 && state->action_timeout % 100 < 30) { if(state->dialog_progress < strlen(dialog_str)) { if(state->action_timeout % 5 == 0) state->dialog_progress++; dialog_str[state->dialog_progress] = '\0'; snprintf(buf, state->dialog_progress, dialog_str); // bubble vs just text? //elements_multiline_text_framed(canvas, 80, 20, buf); canvas_draw_str(canvas, 80, 20, buf); } } 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); } 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?!"); } } */ 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; } } } 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); } static bool item_screen_bounds(int32_t pos) { return pos > -SCREEN_WIDTH && pos < (SCREEN_WIDTH * 2); } void dolphin_scene_render(SceneState* state, Canvas* canvas, uint32_t t) { furi_assert(state); furi_assert(canvas); canvas_set_font(canvas, FontSecondary); canvas_set_color(canvas, ColorBlack); 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_name( canvas, item_pos * PARALLAX(l), current_scene[i]->y, current_scene[i]->icon); canvas_set_bitmap_mode(canvas, false); } } } if(l == 0) canvas_draw_line(canvas, 0, 42, 128, 42); } if(l == DOLPHIN_LAYER) dolphin_scene_render_dolphin(state, canvas); } } void dolphin_scene_render_state(SceneState* state, Canvas* canvas) { furi_assert(state); furi_assert(canvas); char buf[64]; canvas_set_font(canvas, FontSecondary); canvas_set_color(canvas, ColorBlack); // dolphin_scene_debug if(state->debug) { sprintf( buf, "x:%ld>%d %ld %s", state->player_global.x, state->poi, state->action_timeout, action_str[state->action]); 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); */ }