multiple frames now added and working

This commit is contained in:
Priec
2025-11-14 23:53:45 +01:00
parent 285840b521
commit 11f5eb7fd1
12 changed files with 108 additions and 128 deletions

View File

@@ -33,3 +33,6 @@ static const char **CHARACTER_CRAWL_FRAMES[] = {
};
static const int CHARACTER_CRAWL_FRAME_COUNT = sizeof(CHARACTER_CRAWL_FRAMES) / sizeof(CHARACTER_CRAWL_FRAMES[0]);
// Height (rows per crawl frame)
static const int CHARACTER_CRAWL_FRAME_HEIGHT = sizeof(CRAWL_FRAME_1) / sizeof(CRAWL_FRAME_1[0]);

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@@ -1,54 +0,0 @@
// src/assets/character_frames.h
#pragma once
// Player frame 1
static const char *CHARACTER_MASK_FRAME_1[] = {
".....a@$..",
".....7PF..",
"..yaM@@__y",
"..@.y@FFF~",
"..._$M@_..",
"yaa@~.`@y.",
"........@r"
};
// Player frame 2
static const char *CHARACTER_MASK_FRAME_2[] = {
".g@$",
".7PF",
"y@$.",
"0@F.",
"4@$.",
"y$@.",
"u@.."
};
// Player frame 3 (triggered)
static const char *CHARACTER_MASK_FRAME_3[] = {
".._$@.",
".$By`.",
"4@$@@a",
"aa@W@."
};
enum class CharacterFrame {
Walk1 = 0,
Walk2,
Crawl1,
COUNT // number of frames, must stay last
};
// Combine frames for easy access
static const char **PLAYER_FRAMES[] = {
CHARACTER_MASK_FRAME_1, // Walk1
CHARACTER_MASK_FRAME_2, // Walk1
CHARACTER_MASK_FRAME_3 // Crawl1
};
static const int CHARACTER_FRAME_COUNT = static_cast<int>(CharacterFrame::COUNT);
// Height per frame
static const int CHARACTER_HEIGHT_1 = sizeof(CHARACTER_MASK_FRAME_1) / sizeof(CHARACTER_MASK_FRAME_1[0]);
static const int CHARACTER_HEIGHT_2 = sizeof(CHARACTER_MASK_FRAME_2) / sizeof(CHARACTER_MASK_FRAME_2[0]);
static const int CHARACTER_HEIGHT_3 = sizeof(CHARACTER_MASK_FRAME_3) / sizeof(CHARACTER_MASK_FRAME_3[0]);

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@@ -92,5 +92,7 @@ static const char **CHARACTER_RUN_FRAMES[] = {
RUN_FRAME_7,
};
static const int CHARACTER_RUN_FRAME_COUNT =
sizeof(CHARACTER_RUN_FRAMES) / sizeof(CHARACTER_RUN_FRAMES[0]);
static const int CHARACTER_RUN_FRAME_COUNT = sizeof(CHARACTER_RUN_FRAMES) / sizeof(CHARACTER_RUN_FRAMES[0]);
// Height (rows per run frame)
static const int CHARACTER_RUN_FRAME_HEIGHT = sizeof(RUN_FRAME_1) / sizeof(RUN_FRAME_1[0]);

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@@ -92,5 +92,7 @@ static const char **CHARACTER_WALK_FRAMES[] = {
WALK_FRAME_7,
};
static const int CHARACTER_WALK_FRAME_COUNT =
sizeof(CHARACTER_WALK_FRAMES) / sizeof(CHARACTER_WALK_FRAMES[0]);
static const int CHARACTER_WALK_FRAME_COUNT = sizeof(CHARACTER_WALK_FRAMES) / sizeof(CHARACTER_WALK_FRAMES[0]);
// Height (rows per walk frame)
static const int CHARACTER_WALK_FRAME_HEIGHT = sizeof(WALK_FRAME_1) / sizeof(WALK_FRAME_1[0]);

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@@ -1,38 +1,43 @@
// src/game/state.cpp
#include "state.h"
#include "../render/player.h"
void WalkingState::update() {
// stop crawling after duration
if (current_state == PlayerState::Crawl1 &&
if (current_state == PlayerState::Crawl &&
state_timer.elapsed_time() >= CRAWL_DURATION) {
current_state = PlayerState::Walk1;
current_state = PlayerState::Walk;
state_timer.stop();
}
}
void WalkingState::start_crawl() {
current_state = PlayerState::Crawl1;
current_state = PlayerState::Crawl;
state_timer.reset();
state_timer.start();
}
// TODO THIS NEEDS REDESIGN ACCORDING TO SPEED
void WalkingState::toggle_walk_frame() {
if (current_state == PlayerState::Walk1) {
current_state = PlayerState::Walk2;
} else if (current_state == PlayerState::Walk2) {
current_state = PlayerState::Walk1;
}
if (++walk_index >= 7) walk_index = 0;
}
CharacterFrame WalkingState::get_character_frame() const {
FrameSelection WalkingState::get_frame_selection() const {
FrameSelection f{MovementType::Walk, 0};
switch (current_state) {
case PlayerState::Walk1:
return CharacterFrame::Walk1;
case PlayerState::Walk2:
return CharacterFrame::Walk2;
case PlayerState::Crawl1:
return CharacterFrame::Crawl1;
default:
return CharacterFrame::Walk1;
case PlayerState::Walk:
f.movement = MovementType::Walk;
f.frame_index = walk_index;
break;
case PlayerState::Run:
f.movement = MovementType::Run;
f.frame_index = run_index;
break;
case PlayerState::Crawl:
f.movement = MovementType::Crawl;
f.frame_index = crawl_index;
break;
}
return f;
}

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@@ -1,27 +1,30 @@
// src/game/state.h
#pragma once
#include "mbed.h"
#include "../assets/character_frames.h"
#include "../render/player.h"
constexpr auto CRAWL_DURATION = 300ms;
enum class PlayerState { Walk1, Walk2, Crawl1 };
enum class PlayerState { Walk, Run, Crawl };
struct FrameSelection {
MovementType movement;
int frame_index;
};
class WalkingState {
private:
PlayerState current_state = PlayerState::Walk1;
PlayerState current_state = PlayerState::Walk;
Timer state_timer;
int walk_index = 0; // cycles 06
int run_index = 0; // cycles 06
int crawl_index = 0; // cycles 01
public:
// MOVED FROM loop.cpp
// Update state (handles crawl timeout)
void update();
// State transitions
void start_crawl();
void toggle_walk_frame();
// Getters
FrameSelection get_frame_selection() const;
PlayerState get_state() const { return current_state; }
CharacterFrame get_character_frame() const;
};

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@@ -22,5 +22,5 @@ int main(void) {
printf("Baud: %d, Format: 8-N-1\r\n", BAUD_RATE);
// Just call into render feature
render_loop(4);
render_loop(1);
}

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@@ -8,7 +8,7 @@
#include "../game/state.h"
#include "../game/animation.h"
#include "../hardware/uart.h"
#include "../assets/character_frames.h"
#include "../render/player.h"
extern BufferedSerial serial_port;
extern DigitalOut led;
@@ -52,13 +52,12 @@ void render_loop(int speed) {
if (need_redraw) {
draw_mask(bg_file, animation.get_shift(), uart.get_message());
CharacterFrame player_frame = player_state.get_character_frame();
FrameSelection frame = player_state.get_frame_selection();
CharacterPosition draw_pos = get_aligned_frame_position(pos, player_frame);
draw_character(draw_pos.x, draw_pos.y, player_frame);
CharacterPosition draw_pos = get_aligned_frame_position(pos, frame.movement, frame.frame_index);
draw_character(draw_pos.x, draw_pos.y, frame.movement, frame.frame_index);
// alternate between frame 0 and 1 when not crawling
if (player_state.get_state() != PlayerState::Crawl1) {
if (player_state.get_state() != PlayerState::Crawl) {
player_state.toggle_walk_frame();
}

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@@ -1,28 +1,38 @@
// src/render/player.cpp
#include "player.h"
#include "../assets/character_frames.h"
#include "../assets/character_walk_frames.h"
#include "../assets/character_run_frames.h"
#include "../assets/character_crawl_frames.h"
#include <cstdio>
void draw_character(int x, int y, CharacterFrame frame) {
int frame_index = static_cast<int>(frame);
if (frame_index < 0 || frame_index >= CHARACTER_FRAME_COUNT)
frame_index = 0; // fallback safety
const char **character = PLAYER_FRAMES[frame_index];
void draw_character(int x, int y, MovementType movement, int frame_index) {
const char **character = nullptr;
int character_height = 0;
switch (frame) {
case CharacterFrame::Walk1:
character_height = CHARACTER_HEIGHT_1;
int total_frames = 0;
switch (movement) {
case MovementType::Walk:
total_frames = CHARACTER_WALK_FRAME_COUNT;
if (frame_index < 0 || frame_index >= total_frames)
frame_index = 0;
character = CHARACTER_WALK_FRAMES[frame_index];
character_height = CHARACTER_WALK_FRAME_HEIGHT;
break;
case CharacterFrame::Walk2:
character_height = CHARACTER_HEIGHT_2;
case MovementType::Run:
total_frames = CHARACTER_RUN_FRAME_COUNT;
if (frame_index < 0 || frame_index >= total_frames)
frame_index = 0;
character = CHARACTER_RUN_FRAMES[frame_index];
character_height = CHARACTER_RUN_FRAME_HEIGHT;
break;
case CharacterFrame::Crawl1:
character_height = CHARACTER_HEIGHT_3;
break;
default:
character_height = CHARACTER_HEIGHT_1;
case MovementType::Crawl:
total_frames = CHARACTER_CRAWL_FRAME_COUNT;
if (frame_index < 0 || frame_index >= total_frames)
frame_index = 0;
character = CHARACTER_CRAWL_FRAMES[frame_index];
character_height = CHARACTER_CRAWL_FRAME_HEIGHT;
break;
}

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@@ -1,6 +1,11 @@
// src/render/player.h
#pragma once
#include "../assets/character_frames.h"
enum class MovementType {
Walk,
Run,
Crawl
};
// Draw the player object starting at given (x, y)
void draw_character(int x, int y, CharacterFrame frame);
void draw_character(int x, int y, MovementType movement, int frame_index);

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@@ -1,25 +1,30 @@
// src/render/player_positioning.cpp
#include "player_positioning.h"
#include "../assets/background_frame.h"
#include "../assets/character_walk_frames.h"
#include "../assets/character_run_frames.h"
#include "../assets/character_crawl_frames.h"
#include <cstdio>
// Convert a pivot coordinate (bottom-left) to the top-left draw position
CharacterPosition get_aligned_frame_position(CharacterPosition base, CharacterFrame frame) {
int frame_index = static_cast<int>(frame);
if (frame_index < 0 || frame_index >= CHARACTER_FRAME_COUNT)
frame_index = 0;
CharacterPosition get_aligned_frame_position(CharacterPosition base,
MovementType movement,
int /*frame_index*/) {
int character_height = 0;
if (frame_index == 0)
character_height = CHARACTER_HEIGHT_1;
else if (frame_index == 1)
character_height = CHARACTER_HEIGHT_2;
else
character_height = CHARACTER_HEIGHT_3;
CharacterPosition draw_pos;
switch (movement) {
case MovementType::Walk:
character_height = CHARACTER_WALK_FRAME_HEIGHT;
break;
case MovementType::Run:
character_height = CHARACTER_RUN_FRAME_HEIGHT;
break;
case MovementType::Crawl:
character_height = CHARACTER_CRAWL_FRAME_HEIGHT;
break;
}
CharacterPosition draw_pos{};
draw_pos.x = base.x;
draw_pos.y = (VIEW_HEIGHT - base.y) - character_height;
return draw_pos;
}

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@@ -1,7 +1,7 @@
// src/render/player_positioning.h
#pragma once
#include "../assets/background_frame.h"
#include "../assets/character_frames.h"
#include "player.h"
struct CharacterPosition {
int x;
@@ -9,4 +9,4 @@ struct CharacterPosition {
};
// Calculates drawing position relative to bottom-left pivot
CharacterPosition get_aligned_frame_position(CharacterPosition base, CharacterFrame frame);
CharacterPosition get_aligned_frame_position(CharacterPosition base, MovementType movement,int frame_index);