mirror of
https://github.com/DarkFlippers/unleashed-firmware.git
synced 2024-12-18 19:01:47 +03:00
51d726c2d7
* dolphin scenes refactoring & restructuring phase 1 * Passport app: mood and level display, opens from main menu and dolphin scenes. Dolphin scenes: minor refactoring (WIP) * dolphin scene app restruct * use gui defines for screen size * mv passport to dolphin dir Co-authored-by: あく <alleteam@gmail.com>
101 lines
2.9 KiB
C
101 lines
2.9 KiB
C
#include <furi.h>
|
|
#include "scene.h"
|
|
#include "assets/emotes.h"
|
|
|
|
static 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 scene_proceed_action(SceneState* state) {
|
|
furi_assert(state);
|
|
|
|
state->prev_action = state->action;
|
|
state->action = (state->prev_action != state->next_action) ?
|
|
state->next_action :
|
|
roll_new(state->next_action, ACTIONS_NUM);
|
|
state->action_timeout = default_timeout[state->action];
|
|
}
|
|
|
|
static void scene_dolphin_go_to_poi(SceneState* state) {
|
|
furi_assert(state);
|
|
if(state->player_global.x < state->poi) {
|
|
state->player_flipped = false;
|
|
state->player_v.x = SPEED_X / 2;
|
|
} else if(state->player_global.x > state->poi) {
|
|
state->player_flipped = true;
|
|
state->player_v.x = -SPEED_X / 2;
|
|
}
|
|
}
|
|
|
|
static void scene_action_handler(SceneState* state) {
|
|
furi_assert(state);
|
|
if(state->action == MINDCONTROL && state->player_v.x != 0) {
|
|
state->action_timeout = default_timeout[state->action];
|
|
}
|
|
|
|
if(state->action_timeout > 0) {
|
|
state->action_timeout--;
|
|
} else {
|
|
if(random() % 1000 > 500) {
|
|
state->next_action = roll_new(state->prev_action, ACTIONS_NUM);
|
|
state->poi = roll_new(state->player_global.x, WORLD_WIDTH / 4);
|
|
}
|
|
}
|
|
}
|
|
|
|
void dolphin_scene_update_state(SceneState* state, uint32_t t, uint32_t dt) {
|
|
furi_assert(state);
|
|
scene_action_handler(state);
|
|
UNUSED(dialogues_list);
|
|
|
|
switch(state->action) {
|
|
case WALK:
|
|
if(state->player_global.x == state->poi) {
|
|
state->player_v.x = 0;
|
|
scene_proceed_action(state);
|
|
} else {
|
|
scene_dolphin_go_to_poi(state);
|
|
}
|
|
break;
|
|
case EMOTE:
|
|
state->player_flipped = false;
|
|
if(state->action_timeout == 0) {
|
|
scene_proceed_action(state);
|
|
state->emote_id = roll_new(state->previous_emote, ARRSIZE(emotes_list));
|
|
break;
|
|
}
|
|
case INTERACT:
|
|
if(state->action_timeout == 0) {
|
|
if(state->prev_action == MINDCONTROL) {
|
|
state->action = MINDCONTROL;
|
|
} else {
|
|
scene_proceed_action(state);
|
|
}
|
|
}
|
|
break;
|
|
case SLEEP:
|
|
if(state->poi != 154) { // temp
|
|
state->poi = 154;
|
|
} else if(state->player_global.x != state->poi) {
|
|
scene_dolphin_go_to_poi(state);
|
|
} else {
|
|
state->player_v.x = 0;
|
|
if(state->action_timeout == 0) {
|
|
state->poi = roll_new(state->player_global.x, WORLD_WIDTH / 4);
|
|
scene_proceed_action(state);
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
if(state->action_timeout == 0) {
|
|
scene_proceed_action(state);
|
|
}
|
|
break;
|
|
}
|
|
}
|