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

@@ -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();
}

View File

@@ -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;
}

View File

@@ -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);

View File

@@ -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;
}

View File

@@ -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);