#include #include "applications.h" #include "items_i.h" #include "emotes.h" #include const Item Food = { .layer = 4, .timeout = 100, .pos = { .x = 0, .y = 90, }, .width = 60, .height = 50, .draw = food_redraw, .callback = food_callback}; const Item Console = { .layer = 4, .timeout = 100, .pos = { .x = 357, .y = 190, }, .width = 40, .height = 20, .draw = console_redraw, .callback = console_callback}; const Item* Home[] = {&Food, &Console}; const Item** Scenes[] = {Home}; const Item** get_scene(SceneState* state) { return Scenes[state->scene_id]; } static void dolphin_scene_start_app(SceneState* state, const FlipperApplication* flipper_app) { furi_assert(state); furi_assert(flipper_app); state->scene_app_thread = furi_thread_alloc(); furi_assert(flipper_app->app); furi_assert(flipper_app->name); furi_thread_set_name(state->scene_app_thread, flipper_app->name); furi_thread_set_stack_size(state->scene_app_thread, flipper_app->stack_size); furi_thread_set_callback(state->scene_app_thread, flipper_app->app); 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); const Item* near = is_nearby(state); if(near && state->use_pending == true) { state->action_timeout = near->timeout; near->callback(canvas, state); state->use_pending = false; } else if(near) { near->callback(canvas, state); } } 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 < ItemsEnumTotal) { int32_t rel_x = (DOLPHIN_CENTER + 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; } ++item; } return found ? current[item] : NULL; } 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)); } canvas_draw_icon( 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 console_redraw(Canvas* canvas, void* s) { furi_assert(s); SceneState* state = s; 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 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]); } }