#include #include "scene.h" #include "assets/items.h" #include "assets/meta.h" #include void dolphin_scene_transition_handler(SceneState* state) { uint8_t speed_mod = (state->player_v.x || state->player_v.y || state->transition) ? 6 : 10; 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; if(*&frames[state->frame_group][state->frame_type]->frames[state->frame_idx].f) { state->current_frame = *&frames[state->frame_group][state->frame_type]; } uint8_t total = state->current_frame->frames[2].f == NULL ? 2 : 3; 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->frame_group = state->frame_type; } state->player_anim++; if(!(state->player_anim % speed_mod)) { state->frame_idx = (state->frame_idx + 1) % total; } } void dolphin_scene_render_dolphin(SceneState* state, Canvas* canvas) { furi_assert(state); furi_assert(canvas); 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->current_frame->frames[state->frame_idx].b); canvas_set_color(canvas, ColorBlack); 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_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); 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++) { 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(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 == 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, "%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->action == INTERACT) scene_activate_item_callback(state, canvas); }