// ----------------------------------
// RSDK Project: Sonic 1/Sonic 2
// Script Description: HUD Object
// Script Author: Christian Whitehead/Simon Thomley
// Unpacked by Rubberduckycooly's script unpacker
// ----------------------------------

//-------Aliases-------//
private alias 24 : TYPE_HUD
public alias saveRAM[295]: saved.mobile
public alias saveRAM[296]: saved.transmobile

private alias object.value10 : touch.fade

// Function declarations
reserve function TouchControls

// Static Values

// Tables

function TouchControls
	object.inkEffect = INK_ALPHA
	CheckTouchRect(0, 0, screen.xsize, screen.ysize)
	if checkResult > -1
		touch.fade = 0
	else
		touch.fade++
	end if

	if touch.fade >= 400
		if object.alpha > 0
   			 object.alpha -= 15
		end if
	else
		switch saved.transmobile
			case 0
				object.alpha = 191
				break
			case 1
				object.alpha = 255
				break
			case 2
				object.alpha = 0
				break
			case 3
				object.alpha = 63
				break
			case 4
				object.alpha = 127
				break
			default					
				object.alpha = 191
				break
		end switch
	end if	

	temp0 = screen.xsize
	temp0 += 44
	DrawSpriteScreenFX(17,FX_INK,26,149)
	temp0 -= 108
	DrawSpriteScreenFX(24,0,temp0,8)
	temp0 -= 38
	if options.gameMode == 2
		DrawSpriteScreenFX(26,0,temp0,8)
	end if
	temp0 += 45
		if inputDown.Left==1
			DrawSpriteScreenFX(20,FX_INK,26,151)
		endif
		if inputDown.Down==1
			DrawSpriteScreenFX(19,FX_INK,26,189)
		end if
		if inputDown.Right==1
			DrawSpriteScreenFX(21,FX_INK,64,151)
		endif
		if inputDown.Up==1
			DrawSpriteScreenFX(18,FX_INK,26,151)
		endif
		temp0 -= 25
		if object[0].type == TypeName[Debug Mode]
			if inputDown.buttonC==1
				DrawSpriteScreenFX(23,FX_INK,temp0,163)	
			else
				DrawSpriteScreenFX(22,FX_INK,temp0,163)
			endif
		else
			if inputDown.buttonA==1
				DrawSpriteScreenFX(23,FX_INK,temp0,163)
			else
				DrawSpriteScreenFX(22,FX_INK,temp0,163)
			endif
		end if
end function

event ObjectMain
	if object.state == 0
		switch options.gameMode
			case 2
				switch stage.playerListPos
					case 0
						arrayPos1 = 520
						break
					case 1
						arrayPos1 = 550
						break
					case 2
						arrayPos1 = 580
						break
					case 5
						arrayPos1 = 490
						break	
					case 6
						arrayPos1 = 7220
						break
				end switch
				arraypos1 += stage.listPos
				object.value2 = saveRAM[arrayPos1]
				object.state++
				break
			case 4
				arrayPos1 = 651
				object.value2 = saveRAM[arrayPos1]
				object.state++
				break
		end switch
	end if
end event



event ObjectDraw
		if saved.mobile == 1
			if options.attractMode == 0
				CallFunction(TouchControls)
			end if
		end if

	if (object[currentPlayer].type != TypeName[Debug Mode])
	//Time
	if saved.timer == 0
		temp0 = screen.xcenter
		temp0 -= 42
		DrawSpriteScreenXY(10, temp0, 9)
		temp0 += 49
	else
		temp0 = screen.xcenter
		temp0 -= 47
		DrawSpriteScreenXY(10, temp0, 9)
		temp0 += 49	
	end if	
	
	temp1 = stage.minutes
	while temp1 >= 10
		temp0 += 8
		temp1 /= 10
	loop
	
	if saved.timer == 0
		temp0 += 11
		DrawSpriteScreenXY(14, temp0, 9)
		temp0 -= 11
		temp0 += 24
		DrawNumbers(0, temp0, 9, stage.seconds, 2, 8, 1)
		temp5 = temp0
		temp0 -= 24
		DrawNumbers(0, temp0, 9, stage.minutes, 10, 8, 0)
	else
		DrawSpriteScreenXY(13, temp0, 9)
		temp0 += 37
		DrawNumbers(0, temp0, 9, stage.milliSeconds, 2, 8, 1)
		temp0 -= 24
		DrawNumbers(0, temp0, 9, stage.seconds, 2, 8, 1)
		temp5 = temp0
		temp0 -= 24
		DrawNumbers(0, temp0, 9, stage.minutes, 10, 8, 0)
	end if
	
	//Rings
	temp1 = screen.xcenter
	temp1 -= 34
	DrawSpriteScreenXY(16, temp1, 25)
	temp1 += 60
	DrawNumbers(0, temp1, 25, object[0].value0, 3, 8, 0)
	
	//DrawNumbers(0, temp1, 56, object[0].value12, 8, 8, 0)
	//DrawNumbers(0, temp1, 66, object[0].value13, 7, 8, 0)
	
	switch options.gameMode
		case 2
		case 4
			//Best
			temp1 = screen.ysize
			temp1 -= 19
			temp0 = screen.xcenter
			if saved.timer == 0
				temp0 -= 42
			else
				temp0 -= 47
			end if
			DrawSpriteScreenXY(15, temp0, temp1)
			temp0 += 49
			
			object.value3 = object.value2
			object.value4 = 0
			object.value5 = 0
			while object.value3 >= 6000
				object.value5++
				object.value3 -= 6000
			loop
			
			while object.value3 >= 100
				object.value4++
				object.value3 -= 100
			loop
			
			if object.value5 > 9
				temp0 += 8
			end if
			
			if saved.timer == 0
				temp0 += 11
				DrawSpriteScreenXY(14, temp0, temp1)
				temp0 += 13
				DrawNumbers(0, temp0, temp1, object.value4, 2, 8, 1)
				temp0 -= 24
				DrawNumbers(0, temp0, temp1, object.value5, 2, 8, 0)
			else
				DrawSpriteScreenXY(13, temp0, temp1)
				temp0 += 37
				
				DrawNumbers(0, temp0, temp1, object.value3, 2, 8, 1)
				temp0 -= 24
				DrawNumbers(0, temp0, temp1, object.value4, 2, 8, 1)
				temp0 -= 24
				DrawNumbers(0, temp0, temp1, object.value5, 2, 8, 0)
			end if
			break
	end switch
	end if
end event


event ObjectStartup
	LoadSpriteSheet("Global/Display.gif")
	SpriteFrame(0, 0, 8, 11, 1, 50)
	SpriteFrame(0, 0, 8, 11, 10, 50)
	SpriteFrame(0, 0, 8, 11, 19, 50)
	SpriteFrame(0, 0, 8, 11, 28, 50)
	SpriteFrame(0, 0, 8, 11, 1, 62)
	SpriteFrame(0, 0, 8, 11, 10, 62)
	SpriteFrame(0, 0, 8, 11, 19, 62)
	SpriteFrame(0, 0, 8, 11, 28, 62)
	SpriteFrame(0, 0, 8, 11, 1, 74)
	SpriteFrame(0, 0, 8, 11, 10, 74)
	SpriteFrame(0, 0, 31, 11, 1, 17)
	SpriteFrame(0, 0, 31, 11, 1, 119)
	SpriteFrame(0, 0, 39, 11, 1, 131)
	SpriteFrame(0, 0, 29, 4, 1, 45)
	SpriteFrame(0, 0, 3, 11, 37, 50)
	
	SpriteFrame(0, 0, 36, 11, 46, 192) //15 Best
	SpriteFrame(0, 0, 39, 11, 1, 33) //16 "Rings"

	SpriteFrame(0,0,64,66,257,1) //49 DPAD
	SpriteFrame(26,0,12,25,373,65) //50 DPAD up press
	SpriteFrame(26,0,12,26,373,103) //51 DPAD down press
	SpriteFrame(0,25,26,13,346,102) //52 DPAD left press
	SpriteFrame(0,25,26,13,346,116) //53 DPAD right press
	SpriteFrame(0,0,48,48,322,1) //54 A button
	SpriteFrame(0,0,48,48,322,50) //55 A button down
	SpriteFrame(0,0,16,16,305,69) // 56 Pause Button
	SpriteFrame(0,0,16,16,305,86) // 57 Super Button - Mobile
	SpriteFrame(0,0,16,16,288,69) // 58 TA Restart Button
end event

event RSDKDraw
	DrawSprite(0)
end event

event RSDKLoad
	LoadSpriteSheet("Global/Display.gif")
	SpriteFrame(-16, -16, 32, 32, 1, 143)
end event
