unified speed properly
This commit is contained in:
@@ -4,14 +4,12 @@
|
|||||||
#include "../assets/obstacle_crawl_frames.h"
|
#include "../assets/obstacle_crawl_frames.h"
|
||||||
#include "../assets/background_frame.h"
|
#include "../assets/background_frame.h"
|
||||||
|
|
||||||
// Movable obstacle
|
|
||||||
struct MovingObstacle {
|
struct MovingObstacle {
|
||||||
Obstacle data;
|
Obstacle data;
|
||||||
CrawlObstacleType type;
|
CrawlObstacleType type;
|
||||||
bool active;
|
bool active;
|
||||||
};
|
};
|
||||||
|
|
||||||
// Fixed obstacle pool
|
|
||||||
constexpr int MAX_OBSTACLES = 6;
|
constexpr int MAX_OBSTACLES = 6;
|
||||||
static MovingObstacle obstacle_pool[MAX_OBSTACLES];
|
static MovingObstacle obstacle_pool[MAX_OBSTACLES];
|
||||||
|
|
||||||
@@ -45,7 +43,7 @@ inline int spawn_obstacle(CrawlObstacleType type, int x_start) {
|
|||||||
return -1;
|
return -1;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update X positions; mark inactive if offscreen
|
// Update X positions, mark inactive if offscreen
|
||||||
inline void update_obstacles(int shift_speed) {
|
inline void update_obstacles(int shift_speed) {
|
||||||
for (int i = 0; i < MAX_OBSTACLES; i++) {
|
for (int i = 0; i < MAX_OBSTACLES; i++) {
|
||||||
if (!obstacle_pool[i].active) continue;
|
if (!obstacle_pool[i].active) continue;
|
||||||
|
|||||||
@@ -130,7 +130,6 @@ void MovementState::set_motion_state_for_speed(int player_speed, int ground_spee
|
|||||||
current_state = new_state;
|
current_state = new_state;
|
||||||
}
|
}
|
||||||
|
|
||||||
// TODO THIS NEEDS REDESIGN FOR WALK/RUN
|
|
||||||
void MovementState::toggle_walk_frame(float player_speed, int tick_counter) {
|
void MovementState::toggle_walk_frame(float player_speed, int tick_counter) {
|
||||||
switch (current_state) {
|
switch (current_state) {
|
||||||
case PlayerState::Run:
|
case PlayerState::Run:
|
||||||
|
|||||||
@@ -21,5 +21,5 @@ int main(void) {
|
|||||||
serial_port.set_format(8, BufferedSerial::None, 1);
|
serial_port.set_format(8, BufferedSerial::None, 1);
|
||||||
printf("Baud: %d, Format: 8-N-1\r\n", BAUD_RATE);
|
printf("Baud: %d, Format: 8-N-1\r\n", BAUD_RATE);
|
||||||
|
|
||||||
render_loop(6);
|
render_loop(2);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -27,16 +27,20 @@ constexpr int STACK_SIZE = 4096;
|
|||||||
|
|
||||||
Thread logic_thread(osPriorityNormal, STACK_SIZE);
|
Thread logic_thread(osPriorityNormal, STACK_SIZE);
|
||||||
Thread render_thread(osPriorityNormal, STACK_SIZE);
|
Thread render_thread(osPriorityNormal, STACK_SIZE);
|
||||||
void logic_loop() {
|
void logic_loop(void *arg) {
|
||||||
|
int speed = *(int *)arg;
|
||||||
MovementState player_state;
|
MovementState player_state;
|
||||||
AnimationController animation;
|
AnimationController animation;
|
||||||
ButtonHandler button;
|
ButtonHandler button;
|
||||||
MovementController mover(PLAYER_X, VIEW_WIDTH);
|
MovementController mover(PLAYER_X, VIEW_WIDTH);
|
||||||
SpeedController timing;
|
SpeedController timing;
|
||||||
timing.set_ground_speed(6);
|
timing.set_ground_speed(speed);
|
||||||
|
|
||||||
CharacterPosition pos = {PLAYER_X, PLAYER_Y};
|
CharacterPosition pos = {PLAYER_X, PLAYER_Y};
|
||||||
player_state.set_state(PlayerState::Walk);
|
if (speed < 3)
|
||||||
|
player_state.set_state(PlayerState::Run);
|
||||||
|
else
|
||||||
|
player_state.set_state(PlayerState::Walk);
|
||||||
|
|
||||||
Timer spawn_timer;
|
Timer spawn_timer;
|
||||||
spawn_timer.start();
|
spawn_timer.start();
|
||||||
@@ -51,11 +55,11 @@ void logic_loop() {
|
|||||||
while (!game_over) {
|
while (!game_over) {
|
||||||
tick_counter++;
|
tick_counter++;
|
||||||
|
|
||||||
mover.update_position(6, timing.get_ground_speed());
|
mover.update_position(speed, timing.get_ground_speed());
|
||||||
pos.x = mover.get_position();
|
pos.x = mover.get_position();
|
||||||
|
|
||||||
// Spawn periodically
|
// Spawn periodically
|
||||||
if (spawn_timer.elapsed_time() > 2s) {
|
if (spawn_timer.elapsed_time() > 5s) {
|
||||||
spawn_timer.reset();
|
spawn_timer.reset();
|
||||||
spawn_obstacle(CrawlObstacleType::Crawl1, VIEW_WIDTH);
|
spawn_obstacle(CrawlObstacleType::Crawl1, VIEW_WIDTH);
|
||||||
}
|
}
|
||||||
@@ -71,7 +75,7 @@ void logic_loop() {
|
|||||||
|
|
||||||
player_state.update();
|
player_state.update();
|
||||||
|
|
||||||
bool anim_tick = animation.tick(6);
|
bool anim_tick = animation.tick(speed);
|
||||||
if (anim_tick) {
|
if (anim_tick) {
|
||||||
anim_tick_counter++;
|
anim_tick_counter++;
|
||||||
// move obstacles
|
// move obstacles
|
||||||
@@ -84,7 +88,7 @@ void logic_loop() {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
player_state.toggle_walk_frame(6, anim_tick_counter);
|
player_state.toggle_walk_frame(speed, anim_tick_counter);
|
||||||
FrameSelection frame = player_state.get_frame_selection();
|
FrameSelection frame = player_state.get_frame_selection();
|
||||||
CharacterPosition draw_pos =
|
CharacterPosition draw_pos =
|
||||||
get_aligned_frame_position(pos, frame.movement, frame.frame_index);
|
get_aligned_frame_position(pos, frame.movement, frame.frame_index);
|
||||||
@@ -166,9 +170,13 @@ void render_loop(int speed) {
|
|||||||
g_state.game_over = false;
|
g_state.game_over = false;
|
||||||
g_state_mutex.unlock();
|
g_state_mutex.unlock();
|
||||||
|
|
||||||
logic_thread.start(logic_loop);
|
int *speed_ptr = new int(speed);
|
||||||
|
|
||||||
|
logic_thread.start(callback(logic_loop, (void *)speed_ptr));
|
||||||
render_thread.start(render_loop_thread);
|
render_thread.start(render_loop_thread);
|
||||||
|
|
||||||
logic_thread.join();
|
logic_thread.join();
|
||||||
render_thread.join();
|
render_thread.join();
|
||||||
|
|
||||||
|
delete speed_ptr;
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user