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authorits your bedtime <23366927+itsyourbedtime@users.noreply.github.com>2021-08-05 23:49:04 +0300
committerGitHub <noreply@github.com>2021-08-05 23:49:04 +0300
commit9c38efd4ef229c7497c892c700c894264733a596 (patch)
treeb8817c0cf13bc6003c1376690f04378615070555 /applications/dolphin
parent5741ed2bd5ef9b8c9cdb07459df034625c624d33 (diff)
[FL-1427] Dolphin: new assets and engine rework (#546)
Diffstat (limited to 'applications/dolphin')
-rw-r--r--applications/dolphin/scenes/assets/emotes.h21
-rw-r--r--applications/dolphin/scenes/assets/items.c240
-rw-r--r--applications/dolphin/scenes/assets/items.h8
-rw-r--r--applications/dolphin/scenes/assets/items_i.h10
-rw-r--r--applications/dolphin/scenes/assets/meta.h276
-rw-r--r--applications/dolphin/scenes/scene.c16
-rw-r--r--applications/dolphin/scenes/scene.h73
-rw-r--r--applications/dolphin/scenes/scene_controls.c59
-rw-r--r--applications/dolphin/scenes/scene_dolphin_state.c69
-rw-r--r--applications/dolphin/scenes/scene_gfx.c200
10 files changed, 604 insertions, 368 deletions
diff --git a/applications/dolphin/scenes/assets/emotes.h b/applications/dolphin/scenes/assets/emotes.h
index 8f2f5611..6c3f0dba 100644
--- a/applications/dolphin/scenes/assets/emotes.h
+++ b/applications/dolphin/scenes/assets/emotes.h
@@ -1,15 +1,12 @@
#pragma once
-static const char* emotes_list[] = {
- "(O_o)", "(!_?)", "(^_^)", "(*__*)", "(@_@)", "(X_x)", "(>_<)", "(^ ^)", "(^_^)",
- "(-_-)", "(~_~)", "(#^.^#)", "(^ ^)", "(^.^)", "(-.-)", "zZzZ", "(^_-)", "(^_-)",
- "(+_+)", "(+o+)", "(' ')", "('-')", "('.')", "('_')", "(* > *)", "(o o)", "(^_^)",
- "(^O^)", "(^o^)", "(^o^)", "(._.)", "(_^_)", "('_')", "('_;)", "(T_T)", "(;_;)",
- "(ー_ー)", "(-.-)", "(^o^)", "(-_-)", "(=_=)", "(=^ ^=)", "(. .)", "(._.)", "( ^m^)",
- "(?_?)", "(*^_^*)", "(^<^)", "(^.^)", "(^·^)", "(^.^)", "(^_^.)", "(^_^)", "(^^)",
- "(^J^)", "(*^.^*)", "(#^.^#)", "(~o~)", "(^o^)", "(-o-)", "(^. ^)", "(^o^)", "(*^0^*)",
- "(*_*)", "(~ o ~)", "(~_~)", "(p_-)", "d[-_-]b", "(^0_0^)", "- ^ -"};
-
-static const char* dialogues_list[] = {
- "Let's hack!\n\nbla bla bla\nbla bla..",
+// temp
+const char* console_emotes[] = {
+ "Run it, m8",
+ "Lets GOOOO",
+ "Click it, buddy",
+ "I wanna play",
+ "Wtf is this?",
+ "Just do it",
+ "JUST DO IT!",
};
diff --git a/applications/dolphin/scenes/assets/items.c b/applications/dolphin/scenes/assets/items.c
index b23e0b1d..d975551b 100644
--- a/applications/dolphin/scenes/assets/items.c
+++ b/applications/dolphin/scenes/assets/items.c
@@ -1,49 +1,38 @@
#include <gui/elements.h>
#include "applications.h"
#include "items_i.h"
+#include "emotes.h"
+#include <gui/icon_i.h>
-const Item TV = {
- .layer = 7,
- .timeout = 10,
- .x = 160,
- .y = 34,
- .icon = &I_TV_20x24,
- .action_name = "Use",
- .draw = draw_tv,
- .callback = smash_tv};
-
-const Item Painting = {
- .layer = 3,
- .timeout = 20,
- .x = 160,
- .y = 10,
- .icon = &I_Home_painting_17x20,
- .action_name = "Inspect",
- .draw = NULL,
- .callback = inspect_painting};
-
-const Item Sofa = {
+const Item Food = {
.layer = 4,
.timeout = 100,
- .x = 250,
- .y = 34,
- .icon = &I_Sofa_40x13,
- .action_name = "Sit",
- .draw = NULL,
- .callback = sofa_sit};
-
-const Item PC = {
+ .pos =
+ {
+ .x = 0,
+ .y = 90,
+ },
+ .width = 60,
+ .height = 50,
+ .draw = food_redraw,
+ .callback = food_callback};
+
+const Item Console = {
.layer = 4,
.timeout = 100,
- .x = 400,
- .y = 10,
- .icon = &I_PC_22x29,
- .action_name = "Use",
- .draw = NULL,
- .callback = pc_callback};
+ .pos =
+ {
+ .x = 357,
+ .y = 190,
+ },
+ .width = 40,
+ .height = 20,
+ .draw = console_redraw,
+ .callback = console_callback};
-const Item* Home[ITEMS_NUM] = {&TV, &Sofa, &Painting, &PC};
-const Item** Scenes[1] = {*&Home};
+const Item* Home[] = {&Food, &Console};
+
+const Item** Scenes[] = {Home};
const Item** get_scene(SceneState* state) {
return Scenes[state->scene_id];
@@ -64,6 +53,37 @@ static void dolphin_scene_start_app(SceneState* state, const FlipperApplication*
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);
@@ -78,16 +98,32 @@ const void scene_activate_item_callback(SceneState* state, Canvas* canvas) {
}
}
+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 < ITEMS_NUM) {
- int32_t rel =
+ while(item < ItemsEnumTotal) {
+ int32_t rel_x =
(DOLPHIN_CENTER + DOLPHIN_WIDTH / 2 -
- (current[item]->x - state->player_global.x) * PARALLAX(current[item]->layer));
- if(abs(rel) <= 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;
}
@@ -96,50 +132,102 @@ const Item* is_nearby(SceneState* state) {
return found ? current[item] : NULL;
}
-void draw_tv(Canvas* canvas, void* state) {
- furi_assert(state);
- SceneState* s = state;
- canvas_set_color(canvas, ColorWhite);
- canvas_draw_box(
- canvas, (TV.x + 3 - s->player_global.x) * PARALLAX(TV.layer), TV.y + 4, 16, 20);
- canvas_set_color(canvas, ColorBlack);
+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 smash_tv(Canvas* canvas, void* state) {
- furi_assert(state);
- SceneState* s = state;
- s->player_flipped = true;
- canvas_set_bitmap_mode(canvas, true);
- canvas_draw_icon(
- canvas, ((TV.x - 5) - s->player_global.x) * PARALLAX(TV.layer), TV.y - 2, &I_FX_Bang_32x6);
- canvas_set_bitmap_mode(canvas, false);
- if(s->action_timeout < TV.timeout - 2) {
- elements_multiline_text_framed(canvas, 80, 24, "Bang!");
+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 sofa_sit(Canvas* canvas, void* state) {
- furi_assert(state);
- SceneState* s = state;
- // temp fix pos
- s->player_global.x = 154;
- s->dolphin_gfx = &A_FX_Sitting_40x27;
- s->dolphin_gfx_b = &I_FX_SittingB_40x27;
-}
+void console_redraw(Canvas* canvas, void* s) {
+ furi_assert(s);
+ SceneState* state = s;
-void inspect_painting(Canvas* canvas, void* state) {
- furi_assert(state);
- SceneState* s = state;
- if(s->use_pending) {
- dolphin_scene_start_app(s, &FLIPPER_SCENE_APPS[0]);
+ 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 pc_callback(Canvas* canvas, void* state) {
- furi_assert(state);
- SceneState* s = state;
- if(s->use_pending) {
- dolphin_scene_start_app(s, &FLIPPER_SCENE_APPS[1]);
+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]);
}
} \ No newline at end of file
diff --git a/applications/dolphin/scenes/assets/items.h b/applications/dolphin/scenes/assets/items.h
index 7e929421..9da4d17c 100644
--- a/applications/dolphin/scenes/assets/items.h
+++ b/applications/dolphin/scenes/assets/items.h
@@ -1,8 +1,14 @@
#pragma once
#include "dolphin/scenes/scene.h"
-#define ITEMS_NUM 4
+typedef enum {
+ ItemsFood,
+ ItemsConsole,
+ ItemsEnumTotal,
+} ItemsEnum;
+uint16_t roll_new(uint16_t prev, uint16_t max);
+const Vec2 item_get_pos(SceneState* state, ItemsEnum item);
const Item* is_nearby(SceneState* state);
const Item** get_scene(SceneState* state);
const void scene_activate_item_callback(SceneState* state, Canvas* canvas);
diff --git a/applications/dolphin/scenes/assets/items_i.h b/applications/dolphin/scenes/assets/items_i.h
index e58256a9..872dee35 100644
--- a/applications/dolphin/scenes/assets/items_i.h
+++ b/applications/dolphin/scenes/assets/items_i.h
@@ -1,8 +1,8 @@
#pragma once
#include "items.h"
-void smash_tv(Canvas* canvas, void* state);
-void draw_tv(Canvas* canvas, void* state);
-void sofa_sit(Canvas* canvas, void* state);
-void inspect_painting(Canvas* canvas, void* state);
-void pc_callback(Canvas* canvas, void* state);
+void food_redraw(Canvas* canvas, void* state);
+void food_callback(Canvas* canvas, void* state);
+
+void console_redraw(Canvas* canvas, void* state);
+void console_callback(Canvas* canvas, void* state);
diff --git a/applications/dolphin/scenes/assets/meta.h b/applications/dolphin/scenes/assets/meta.h
new file mode 100644
index 00000000..467e9ea0
--- /dev/null
+++ b/applications/dolphin/scenes/assets/meta.h
@@ -0,0 +1,276 @@
+#pragma once
+#include "dolphin/scenes/scene.h"
+
+const DolphinFrame up = {
+ .frames =
+ {
+ {
+ .f = &I_up1_73x61,
+ .b = &I_black_up1_73x61,
+ },
+ {
+ .f = &I_up2_73x61,
+ .b = &I_black_up2_73x61,
+ },
+ },
+ .total = 2,
+};
+
+const DolphinFrame up_down = {
+ .frames =
+ {
+ {
+ .f = &I_updown1_73x61,
+ .b = &I_black_updown1_73x61,
+ },
+ {
+ .f = &I_updown2_73x61,
+ .b = &I_black_updown2_73x61,
+ },
+ {
+ .f = &I_updown3_73x61,
+ .b = &I_black_updown3_73x61,
+ },
+ },
+ .total = 3,
+};
+
+const DolphinFrame up_right = {
+ .frames =
+ {
+ {
+ .f = &I_upright1_73x61,
+ .b = &I_black_upright1_73x61,
+ },
+ {
+ .f = &I_upright2_73x61,
+ .b = &I_black_upright2_73x61,
+ },
+ },
+ .total = 2,
+};
+
+const DolphinFrame up_left = {
+ .frames =
+ {
+ {
+ .f = &I_upleft1_73x61,
+ .b = &I_black_upleft1_73x61,
+ },
+ {
+ .f = &I_upleft2_73x61,
+ .b = &I_black_upleft2_73x61,
+ },
+ },
+ .total = 2,
+};
+
+const DolphinFrame right = {
+ .frames =
+ {
+ {
+ .f = &I_right1_73x61,
+ .b = &I_black_right1_73x61,
+ },
+ {
+ .f = &I_right2_73x61,
+ .b = &I_black_right2_73x61,
+ },
+ {
+ .f = &I_right3_73x61,
+ .b = &I_black_right3_73x61,
+ },
+ },
+ .total = 3,
+};
+
+const DolphinFrame right_up = {
+ .frames =
+ {
+ {
+ .f = &I_rightup1_73x61,
+ .b = &I_black_rightup1_73x61,
+ },
+ {
+ .f = &I_rightup2_73x61,
+ .b = &I_black_rightup2_73x61,
+ },
+ },
+ .total = 2,
+};
+
+const DolphinFrame right_down = {
+ .frames =
+ {
+ {
+ .f = &I_rightdown1_73x61,
+ .b = &I_black_rightdown1_73x61,
+ },
+ {
+ .f = &I_rightdown2_73x61,
+ .b = &I_black_rightdown2_73x61,
+ },
+ },
+ .total = 2,
+};
+
+const DolphinFrame right_left = {
+ .frames =
+ {
+ {
+ .f = &I_rightleft1_73x61,
+ .b = &I_black_rightleft1_73x61,
+ },
+ {
+ .f = &I_rightleft2_73x61,
+ .b = &I_black_rightleft2_73x61,
+ },
+ },
+ .total = 2,
+};
+
+const DolphinFrame down = {
+ .frames =
+ {
+ {
+ .f = &I_down1_73x61,
+ .b = &I_black_down1_73x61,
+ },
+ {
+ .f = &I_down2_73x61,
+ .b = &I_black_down2_73x61,
+ },
+ },
+ .total = 2,
+};
+
+const DolphinFrame down_up = {
+ .frames =
+ {
+ {
+ .f = &I_downup1_73x61,
+ .b = &I_black_downup1_73x61,
+ },
+ {
+ .f = &I_downup2_73x61,
+ .b = &I_black_downup2_73x61,
+ },
+ {
+ .f = &I_downup3_73x61,
+ .b = &I_black_downup3_73x61,
+ },
+ },
+ .total = 3,
+};
+
+const DolphinFrame down_left = {
+ .frames =
+ {
+ {
+ .f = &I_downleft1_73x61,
+ .b = &I_black_downleft1_73x61,
+ },
+ {
+ .f = &I_downleft2_73x61,
+ .b = &I_black_downleft2_73x61,
+ },
+ {
+ .f = &I_downleft3_73x61,
+ .b = &I_black_downleft3_73x61,
+ },
+ },
+ .total = 3,
+};
+
+const DolphinFrame down_right = {
+ .frames =
+ {
+ {
+ .f = &I_downright1_73x61,
+ .b = &I_black_downright1_73x61,
+ },
+ {
+ .f = &I_downright2_73x61,
+ .b = &I_black_downright2_73x61,
+ },
+ {
+ .f = &I_downright3_73x61,
+ .b = &I_black_downright3_73x61,
+ },
+ },
+ .total = 3,
+};
+
+const DolphinFrame left = {
+ .frames =
+ {
+ {
+ .f = &I_left1_73x61,
+ .b = &I_black_left1_73x61,
+ },
+ {
+ .f = &I_left2_73x61,
+ .b = &I_black_left2_73x61,
+ },
+ {
+ .f = &I_left3_73x61,
+ .b = &I_black_left3_73x61,
+ },
+ },
+ .total = 3,
+};
+
+const DolphinFrame left_up = {
+ .frames =
+ {
+ {
+ .f = &I_leftup1_73x61,
+ .b = &I_black_leftup1_73x61,
+ },
+ {
+ .f = &I_leftup2_73x61,
+ .b = &I_black_leftup2_73x61,
+ },
+ },
+ .total = 2,
+};
+
+const DolphinFrame left_down = {
+ .frames =
+ {
+ {
+ .f = &I_leftdown1_73x61,
+ .b = &I_black_leftdown1_73x61,
+ },
+ {
+ .f = &I_leftdown2_73x61,
+ .b = &I_black_leftdown2_73x61,
+ },
+ },
+ .total = 2,
+};
+
+const DolphinFrame left_right = {
+ .frames =
+ {
+ {
+ .f = &I_rightleft1_73x61,
+ .b = &I_black_rightleft1_73x61,
+ },
+ {
+ .f = &I_rightleft2_73x61,
+ .b = &I_black_rightleft2_73x61,
+ },
+ },
+ .total = 2,
+};
+
+const DolphinFrame* frames[4][4] = {
+ [DirUp] = {[DirUp] = &up, [DirRight] = &up_right, [DirDown] = &up_down, [DirLeft] = &up_left},
+ [DirRight] =
+ {[DirUp] = &right_up, [DirRight] = &right, [DirDown] = &right_down, [DirLeft] = &right_left},
+ [DirDown] =
+ {[DirUp] = &down_up, [DirRight] = &down_right, [DirDown] = &down, [DirLeft] = &down_left},
+ [DirLeft] =
+ {[DirUp] = &left_up, [DirRight] = &left_right, [DirDown] = &left_down, [DirLeft] = &left},
+};
diff --git a/applications/dolphin/scenes/scene.c b/applications/dolphin/scenes/scene.c
index 5bacca3d..ed15592a 100644
--- a/applications/dolphin/scenes/scene.c
+++ b/applications/dolphin/scenes/scene.c
@@ -52,7 +52,7 @@ void scene_alloc() {
// SceneAppGui
scene_app_gui = furi_alloc(sizeof(SceneAppGui));
- scene_app_gui->mqueue = osMessageQueueNew(2, sizeof(AppEvent), NULL);
+ scene_app_gui->mqueue = osMessageQueueNew(8, sizeof(AppEvent), NULL);
scene_app_gui->gui = furi_record_open("gui");
scene_app_gui->view_port = view_port_alloc();
scene_app_gui->timer =
@@ -62,10 +62,18 @@ void scene_alloc() {
SceneState* scene_state = furi_alloc(sizeof(SceneState));
scene_state->player.y = DOLPHIN_DEFAULT_Y;
scene_state->player.x = DOLPHIN_CENTER;
- scene_state->player_global.x = random() % WORLD_WIDTH / 4;
+
+ scene_state->player_global.x = 160;
+ scene_state->player_global.y = WORLD_HEIGHT;
+
+ scene_state->frame_group = DirRight;
+ scene_state->frame_type = DirRight;
+ scene_state->frame_pending = DirRight;
+ scene_state->last_group = DirRight;
+
scene_state->screen.x = scene_state->player.x;
scene_state->screen.y = scene_state->player.y;
-
+ // scene_state->debug = true;
scene_state_mutex = furi_alloc(sizeof(ValueMutex));
furi_check(init_mutex(scene_state_mutex, scene_state, sizeof(SceneState)));
@@ -73,7 +81,7 @@ void scene_alloc() {
view_port_draw_callback_set(scene_app_gui->view_port, dolphin_scene_redraw, scene_state_mutex);
view_port_input_callback_set(
scene_app_gui->view_port, scene_engine_input_callback, scene_app_gui->mqueue);
- gui_add_view_port(scene_app_gui->gui, scene_app_gui->view_port, GuiLayerMain);
+ gui_add_view_port(scene_app_gui->gui, scene_app_gui->view_port, GuiLayerFullscreen);
view_port_enabled_set(scene_app_gui->view_port, true);
printf("scene_alloc: complete\r\n");
}
diff --git a/applications/dolphin/scenes/scene.h b/applications/dolphin/scenes/scene.h
index a803eeed..78783769 100644
--- a/applications/dolphin/scenes/scene.h
+++ b/applications/dolphin/scenes/scene.h
@@ -16,26 +16,28 @@
// player
#define DOLPHIN_WIDTH 32
#define DOLPHIN_HEIGHT 32
-#define DOLPHIN_CENTER (SCREEN_WIDTH / 2 - DOLPHIN_WIDTH / 2)
-#define SPEED_X 2
-#define ACTIONS_NUM 5
-#define DOLPHIN_DEFAULT_Y 20
+#define DOLPHIN_CENTER (SCREEN_WIDTH / 2 - DOLPHIN_WIDTH)
+#define SPEED_X 4
+#define SPEED_Y 4
+#define ACTIONS_NUM 4
+#define DOLPHIN_DEFAULT_Y 2
+#define MAX_FRAMES 3
+
// world
-#define WORLD_WIDTH 2048
-#define WORLD_HEIGHT 64
+#define WORLD_WIDTH 256
+#define WORLD_HEIGHT 192
#define LAYERS 8
-#define SCENE_ZOOM 9
#define DOLPHIN_LAYER 6
#define PARALLAX_MOD 7
#define PARALLAX(layer) layer / PARALLAX_MOD - layer
#define DIALOG_PROGRESS 250
-enum Actions { SLEEP = 0, IDLE, WALK, EMOTE, INTERACT, MINDCONTROL };
+enum Actions { IDLE = 0, EMOTE, INTERACT, MINDCONTROL };
static const uint16_t default_timeout[] =
- {[SLEEP] = 300, [IDLE] = 100, [WALK] = 100, [EMOTE] = 50, [INTERACT] = 10, [MINDCONTROL] = 50};
+ {[IDLE] = 100, [EMOTE] = 50, [INTERACT] = 10, [MINDCONTROL] = 50};
typedef enum {
EventTypeTick,
@@ -64,47 +66,60 @@ typedef struct {
typedef struct {
uint8_t layer;
uint16_t timeout;
- int32_t x;
- int32_t y;
- const Icon* icon;
- char action_name[16];
+ Vec2 pos;
+
+ uint8_t width;
+ uint8_t height;
+
void (*draw)(Canvas* canvas, void* model);
void (*callback)(Canvas* canvas, void* model);
} Item;
+typedef enum {
+ DirUp = 0,
+ DirRight,
+ DirDown,
+ DirLeft,
+} FrameDirectionEnum;
+
+typedef struct {
+ const Icon* f;
+ const Icon* b;
+} DolphinGfxAsset;
+
+typedef struct {
+ const DolphinGfxAsset frames[MAX_FRAMES];
+ const uint8_t total;
+} DolphinFrame;
+
typedef struct {
- ///
Vec2 player;
Vec2 player_global;
Vec2 player_v;
Vec2 screen;
- const Icon* dolphin_gfx;
- const Icon* dolphin_gfx_b; // temp
+ FrameDirectionEnum frame_group;
+ FrameDirectionEnum last_group;
+ FrameDirectionEnum frame_pending;
+ FrameDirectionEnum frame_type;
- bool player_flipped;
+ const DolphinFrame* current_frame;
+
+ bool transition;
+ bool transition_pending;
bool use_pending;
- // dolphin_scene_debug
bool debug;
uint8_t player_anim;
- uint8_t scene_id;
+ uint8_t frame_idx;
+ uint8_t scene_id;
uint8_t emote_id;
uint8_t previous_emote;
- uint8_t dialogue_id;
- uint8_t previous_dialogue;
-
- uint32_t action_timeout;
- uint8_t poi;
-
uint8_t action;
- uint8_t next_action;
uint8_t prev_action;
-
- int8_t zoom_v;
- uint8_t scene_zoom;
+ uint8_t action_timeout;
uint8_t dialog_progress;
FuriThread* scene_app_thread;
diff --git a/applications/dolphin/scenes/scene_controls.c b/applications/dolphin/scenes/scene_controls.c
index ba3857b3..0d54f91b 100644
--- a/applications/dolphin/scenes/scene_controls.c
+++ b/applications/dolphin/scenes/scene_controls.c
@@ -6,43 +6,31 @@ 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
+ state->last_group = state->frame_group;
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;
- }
+ state->action = MINDCONTROL;
}
- // mind control
+
if(state->action == MINDCONTROL) {
if(input->type == InputTypePress) {
if(input->key == InputKeyRight) {
- state->player_flipped = false;
+ state->player_v.y = 0;
state->player_v.x = SPEED_X;
} else if(input->key == InputKeyLeft) {
- state->player_flipped = true;
+ state->player_v.y = 0;
state->player_v.x = -SPEED_X;
- }
- } else if(input->type == InputTypeRelease) {
- if(input->key == InputKeyRight || input->key == InputKeyLeft) {
+ } else if(input->key == InputKeyUp) {
state->player_v.x = 0;
+ state->player_v.y = -SPEED_Y;
+ } else if(input->key == InputKeyDown) {
+ state->player_v.x = 0;
+ state->player_v.y = SPEED_Y;
}
+ }
+
+ if(input->type == InputTypeRelease) {
+ state->player_v.x = 0;
+ state->player_v.y = 0;
} else if(input->type == InputTypeShort) {
if(input->key == InputKeyOk) {
state->prev_action = MINDCONTROL;
@@ -59,13 +47,14 @@ void dolphin_scene_coordinates(SceneState* state, uint32_t dt) {
// global pos
state->player_global.x = CLAMP(state->player_global.x + state->player_v.x, WORLD_WIDTH, 0);
+ state->player_global.y = CLAMP(state->player_global.y + state->player_v.y, WORLD_HEIGHT, 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;
+ // nudge camera postition
+ if(state->player_global.x > 170) {
+ state->player.x =
+ CLAMP(state->player.x - state->player_v.x / 2, DOLPHIN_CENTER, -DOLPHIN_WIDTH / 2);
+ } else if(state->player_global.x < 70) {
+ state->player.x =
+ CLAMP(state->player.x - state->player_v.x / 2, DOLPHIN_WIDTH * 2, DOLPHIN_CENTER);
+ }
} \ No newline at end of file
diff --git a/applications/dolphin/scenes/scene_dolphin_state.c b/applications/dolphin/scenes/scene_dolphin_state.c
index 632676b6..8d0886bd 100644
--- a/applications/dolphin/scenes/scene_dolphin_state.c
+++ b/applications/dolphin/scenes/scene_dolphin_state.c
@@ -1,74 +1,32 @@
#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;
-}
+#include "assets/items.h"
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 = roll_new(state->prev_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 == MINDCONTROL) {
+ if(state->player_v.x != 0 || state->player_v.y != 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, SIZEOF_ARRAY(emotes_list));
- break;
- }
case INTERACT:
if(state->action_timeout == 0) {
if(state->prev_action == MINDCONTROL) {
@@ -78,20 +36,9 @@ void dolphin_scene_update_state(SceneState* state, uint32_t t, uint32_t dt) {
}
}
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);
}
diff --git a/applications/dolphin/scenes/scene_gfx.c b/applications/dolphin/scenes/scene_gfx.c
index 0d279345..0f722980 100644
--- a/applications/dolphin/scenes/scene_gfx.c
+++ b/applications/dolphin/scenes/scene_gfx.c
@@ -1,101 +1,46 @@
#include <furi.h>
#include "scene.h"
-#include "assets/emotes.h"
#include "assets/items.h"
+#include "assets/meta.h"
#include <gui/elements.h>
-const char* action_str[] = {"Sleep", "Idle", "Walk", "Emote", "Use", "MC"};
-
-static void scene_draw_hint(SceneState* state, Canvas* canvas, bool glitching) {
- furi_assert(state);
- furi_assert(canvas);
- char buf[32];
-
- const Item* near = is_nearby(state);
- if(near) {
- int32_t hint_pos_x = (near->x - state->player_global.x) * PARALLAX(near->layer) + 25;
- int8_t hint_pos_y = near->y < 15 ? near->y + 4 : near->y - 16;
-
- strcpy(buf, near->action_name);
- if(glitching) {
- for(size_t g = 0; g != state->action_timeout; g++) {
- buf[(g * 23) % strlen(buf)] = ' ' + (random() % g * 17) % ('z' - ' ');
- }
- }
-
- canvas_draw_str(canvas, hint_pos_x, hint_pos_y, buf);
+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;
-static void scene_draw_current_emote(SceneState* state, Canvas* canvas) {
- furi_assert(state);
- furi_assert(canvas);
- elements_multiline_text_framed(canvas, 80, 20, (char*)emotes_list[state->emote_id]);
-}
-
-static void scene_draw_sleep_emote(SceneState* state, Canvas* canvas) {
- furi_assert(state);
- furi_assert(canvas);
-
- char dialog_str[] = "zZzZ..";
- // 2do - sofa x pos getter
- if(state->player_global.x == 154 && state->action_timeout % 100 < 50) {
- if(state->dialog_progress < strlen(dialog_str)) {
- if(state->action_timeout % 10 == 0) state->dialog_progress++;
-
- dialog_str[state->dialog_progress + 1] = '\0';
- canvas_draw_str(canvas, 80, 20, dialog_str);
- }
-
- } else {
- state->dialog_progress = 0;
+ if(*&frames[state->frame_group][state->frame_type]->frames[state->frame_idx].f) {
+ state->current_frame = *&frames[state->frame_group][state->frame_type];
}
-}
-static void scene_draw_dialog(SceneState* state, Canvas* canvas) {
- furi_assert(state);
- furi_assert(canvas);
+ uint8_t total = state->current_frame->frames[2].f == NULL ? 2 : 3;
- char dialog_str[64];
- char buf[64];
-
- strcpy(dialog_str, (char*)dialogues_list[state->dialogue_id]);
-
- if(state->dialog_progress <= strlen(dialog_str)) {
- if(state->action_timeout % 2 == 0) state->dialog_progress++;
- dialog_str[state->dialog_progress] = '\0';
- snprintf(buf, state->dialog_progress, dialog_str);
- } else {
- snprintf(buf, 64, dialog_str);
+ if(state->transition_pending && !state->frame_idx) {
+ state->transition_pending = false;
+ state->transition = true;
}
- elements_multiline_text_framed(canvas, 68, 16, buf);
-}
-
-/*
-static void draw_idle_emote(SceneState* state, Canvas* canvas){
- if(state->action_timeout % 50 < 40 && state->prev_action == MINDCONTROL){
- elements_multiline_text_framed(canvas, 68, 16, "WUT?!");
+ 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;
}
-}
-*/
-
-static void draw_idle_emote(SceneState* state, Canvas* canvas) {
- furi_assert(state);
- furi_assert(canvas);
- char dialog_str[] = "...";
+ state->player_anim++;
- if(state->action_timeout % 100 < 50) {
- if(state->dialog_progress < strlen(dialog_str)) {
- if(state->action_timeout % 10 == 0) state->dialog_progress++;
-
- dialog_str[state->dialog_progress + 1] = '\0';
- canvas_draw_str(canvas, 70, 15, dialog_str);
- }
-
- } else {
- state->dialog_progress = 0;
+ if(!(state->player_anim % speed_mod)) {
+ state->frame_idx = (state->frame_idx + 1) % total;
}
}
@@ -103,44 +48,24 @@ void dolphin_scene_render_dolphin(SceneState* state, Canvas* canvas) {
furi_assert(state);
furi_assert(canvas);
- if(state->scene_zoom == SCENE_ZOOM) {
- state->dolphin_gfx = &I_DolphinExcited_64x63;
- } else if(state->action == SLEEP && state->player_global.x == 154) { // 2do - sofa x pos getter
- state->dolphin_gfx = &A_FX_Sitting_40x27;
- state->dolphin_gfx_b = &I_FX_SittingB_40x27;
- } else if(state->action != INTERACT) {
- if(state->player_v.x < 0 || state->player_flipped) {
- if(state->player_anim == 0) {
- state->dolphin_gfx = &I_WalkL1_32x32;
- state->dolphin_gfx_b = &I_WalkLB1_32x32;
-
- } else {
- state->dolphin_gfx = &I_WalkL2_32x32;
- state->dolphin_gfx_b = &I_WalkLB2_32x32;
- }
- } else if(state->player_v.x > 0 || !state->player_flipped) {
- if(state->player_anim == 0) {
- state->dolphin_gfx = &I_WalkR1_32x32;
- state->dolphin_gfx_b = &I_WalkRB1_32x32;
-
- } else {
- state->dolphin_gfx = &I_WalkR2_32x32;
- state->dolphin_gfx_b = &I_WalkRB2_32x32;
- }
- }
- }
+ 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->dolphin_gfx_b);
+ 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->dolphin_gfx);
+ 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(int32_t pos) {
+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);
@@ -151,24 +76,17 @@ void dolphin_scene_render(SceneState* state, Canvas* canvas, uint32_t t) {
const Item** current_scene = get_scene(state);
for(uint8_t l = 0; l < LAYERS; l++) {
- if(state->scene_zoom < SCENE_ZOOM) {
- for(uint8_t i = 0; i < ITEMS_NUM; i++) {
- int32_t item_pos = (current_scene[i]->x - state->player_global.x);
- if(item_screen_bounds(item_pos)) {
- if(current_scene[i]->draw) current_scene[i]->draw(canvas, state);
-
- if(l == current_scene[i]->layer) {
- canvas_draw_icon(
- canvas,
- item_pos * PARALLAX(l),
- current_scene[i]->y,
- current_scene[i]->icon);
- canvas_set_bitmap_mode(canvas, false);
+ 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 == 0) canvas_draw_line(canvas, 0, 42, 128, 42);
}
if(l == DOLPHIN_LAYER) dolphin_scene_render_dolphin(state, canvas);
@@ -188,24 +106,16 @@ void dolphin_scene_render_state(SceneState* state, Canvas* canvas) {
if(state->debug) {
sprintf(
buf,
- "x:%ld>%d %ld %s",
- state->player_global.x,
- state->poi,
- state->action_timeout,
- action_str[state->action]);
+ "%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->scene_zoom == SCENE_ZOOM)
- scene_draw_dialog(state, canvas);
- else if(state->action == EMOTE)
- scene_draw_current_emote(state, canvas);
- else if(state->action == MINDCONTROL)
- scene_draw_hint(state, canvas, state->action_timeout > 45);
- else if(state->action == INTERACT)
- scene_activate_item_callback(state, canvas);
- else if(state->action == SLEEP)
- scene_draw_sleep_emote(state, canvas);
- else if(state->action == IDLE)
- draw_idle_emote(state, canvas);
+ if(state->action == INTERACT) scene_activate_item_callback(state, canvas);
} \ No newline at end of file