#include #include #include "scene.h" 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 if(input->type == InputTypePress) { if(input->key == InputKeyLeft || input->key == InputKeyRight || input->key == InputKeyOk) { 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.x = SPEED_X; } else if(input->key == InputKeyLeft) { state->player_flipped = true; state->player_v.x = -SPEED_X; } } else if(input->type == InputTypeRelease) { if(input->key == InputKeyRight || input->key == InputKeyLeft) { state->player_v.x = 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); // 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; }