crawl was redesigned to crwal1 and crawl2
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@@ -8,6 +8,7 @@
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#include <cmath>
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namespace {
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// Vygenerovane AI, proste to nahodne vymiena obrazky - assests
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// Frame selector with two regimes:
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// 1) Normal (speed <= 6): ping‑pong with holds at both ends
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// 2) High‑speed (speed >= 7): 0, random(1..last-1), last, random(1..last-1)...
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@@ -92,22 +93,26 @@ static inline int compute_frame_index(int frame_count,
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void WalkingState::update() {
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// stop crawling after duration
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if (current_state == PlayerState::Crawl &&
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if ((current_state == PlayerState::Crawl1 ||
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current_state == PlayerState::Crawl2) &&
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state_timer.elapsed_time() >= CRAWL_DURATION) {
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current_state = PlayerState::Walk;
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state_timer.stop();
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}
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}
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void WalkingState::start_crawl() {
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current_state = PlayerState::Crawl;
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void WalkingState::start_crawl(PlayerState crawl_type) {
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if (crawl_type != PlayerState::Crawl1 && crawl_type != PlayerState::Crawl2)
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return;
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current_state = crawl_type;
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state_timer.reset();
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state_timer.start();
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}
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void WalkingState::set_state(PlayerState s) {
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if (current_state != s) {
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walk_index = run_index = crawl_index = 0;
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walk_index = run_index = crawl1_index = crawl2_index = 0;
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phase = 0.0f;
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}
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current_state = s;
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@@ -127,18 +132,19 @@ void WalkingState::set_motion_state_for_speed(int player_speed, int ground_speed
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void WalkingState::toggle_walk_frame(float player_speed, int tick_counter) {
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switch (current_state) {
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case PlayerState::Run:
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run_index =
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compute_frame_index(CHARACTER_RUN_FRAME_COUNT, player_speed, tick_counter);
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run_index = compute_frame_index(CHARACTER_RUN_FRAME_COUNT, player_speed, tick_counter);
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break;
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case PlayerState::Walk:
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walk_index =
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compute_frame_index(CHARACTER_WALK_FRAME_COUNT, player_speed, tick_counter);
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walk_index = compute_frame_index(CHARACTER_WALK_FRAME_COUNT, player_speed, tick_counter);
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break;
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case PlayerState::Crawl:
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crawl_index =
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compute_frame_index(CHARACTER_CRAWL_FRAME_COUNT, player_speed, tick_counter);
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case PlayerState::Crawl1:
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crawl1_index = compute_frame_index(CHARACTER_CRAWL1_FRAME_COUNT, player_speed, tick_counter);
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break;
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case PlayerState::Crawl2:
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crawl2_index = compute_frame_index(CHARACTER_CRAWL2_FRAME_COUNT, player_speed, tick_counter);
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break;
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}
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}
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@@ -154,9 +160,13 @@ FrameSelection WalkingState::get_frame_selection() const {
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f.movement = MovementType::Run;
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f.frame_index = run_index;
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break;
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case PlayerState::Crawl:
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f.movement = MovementType::Crawl;
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f.frame_index = crawl_index;
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case PlayerState::Crawl1:
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f.movement = MovementType::Crawl1;
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f.frame_index = crawl1_index;
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break;
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case PlayerState::Crawl2:
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f.movement = MovementType::Crawl2;
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f.frame_index = crawl2_index;
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break;
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default:
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f.movement = MovementType::Walk;
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