d1f523687e
* dolphin scene draft wip * gui/elements multiline framed text added * zoom poc * item callbacks * engine tweaks * move scenes out of services * improve dolphin gfx selection * glitch hints * dialogue typewriter effect * app loading from scenes app, small action changes, passport app(WIP) * removed passport from main dolphin app, added statusbar * small elements position fixes * fix thread alloc, dolphin and dolphin_scene free functions, other minor issues * sleep emote improvements * Dolpin: fix memory leaks, variable namings and etc Co-authored-by: gornekich <44112859+gornekich@users.noreply.github.com> Co-authored-by: DrZlo13 <who.just.the.doctor@gmail.com> Co-authored-by: あく <alleteam@gmail.com>
102 lines
2.9 KiB
C
102 lines
2.9 KiB
C
#include <furi.h>
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#include "dolphin_scene/dolphin_scene.h"
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#include "dolphin_scene/dolphin_emotes.h"
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static uint16_t roll_new(uint16_t prev, uint16_t max) {
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uint16_t val = 999;
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while(val != prev) {
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val = random() % max;
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break;
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}
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return val;
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}
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static void dolphin_actions_proceed(SceneState* state) {
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furi_assert(state);
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state->prev_action = state->action;
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state->action = (state->prev_action != state->next_action) ?
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state->next_action :
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roll_new(state->next_action, ACTIONS_NUM);
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state->action_timeout = default_timeout[state->action];
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}
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static void dolphin_go_to_poi(SceneState* state) {
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furi_assert(state);
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if(state->player_global.x < state->poi) {
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state->player_flipped = false;
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state->player_v.x = SPEED_X / 2;
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} else if(state->player_global.x > state->poi) {
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state->player_flipped = true;
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state->player_v.x = -SPEED_X / 2;
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}
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}
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static void action_handler(SceneState* state) {
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furi_assert(state);
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if(state->action == MINDCONTROL && state->player_v.x != 0) {
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state->action_timeout = default_timeout[state->action];
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}
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if(state->action_timeout > 0) {
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state->action_timeout--;
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} else {
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if(random() % 1000 > 500) {
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state->next_action = roll_new(state->prev_action, ACTIONS_NUM);
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state->poi = roll_new(state->player_global.x, WORLD_WIDTH / 4);
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}
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}
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}
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void dolphin_scene_update_dolphin_state(SceneState* state, uint32_t t, uint32_t dt) {
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furi_assert(state);
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action_handler(state);
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switch(state->action) {
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case WALK:
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if(state->player_global.x == state->poi) {
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state->player_v.x = 0;
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dolphin_actions_proceed(state);
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} else {
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dolphin_go_to_poi(state);
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}
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break;
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case EMOTE:
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state->player_flipped = false;
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if(state->action_timeout == 0) {
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dolphin_actions_proceed(state);
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state->emote_id = roll_new(state->previous_emote, ARRSIZE(emotes_list));
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break;
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}
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case INTERACT:
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if(state->action_timeout == 0) {
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if(state->prev_action == MINDCONTROL) {
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state->action = MINDCONTROL;
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} else {
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dolphin_actions_proceed(state);
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}
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}
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break;
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case SLEEP:
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if(state->poi != 154) { // temp
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state->poi = 154;
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} else if(state->player_global.x != state->poi) {
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dolphin_go_to_poi(state);
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} else {
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state->player_v.x = 0;
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if(state->action_timeout == 0) {
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state->poi = roll_new(state->player_global.x, WORLD_WIDTH / 4);
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dolphin_actions_proceed(state);
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}
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break;
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}
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default:
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if(state->action_timeout == 0) {
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dolphin_actions_proceed(state);
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}
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break;
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}
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UNUSED(dialogues_list);
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}
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