usage of enums for frames

This commit is contained in:
Priec
2025-11-14 19:20:14 +01:00
parent 9170524d33
commit 8fa8bf392b
5 changed files with 52 additions and 39 deletions

View File

@@ -86,16 +86,16 @@ static bool update_animation(Timer &anim_timer, int &shift, int speed) {
return false;
}
static int get_player_frame(PlayerState state) {
static PlayerFrame get_player_frame(PlayerState state) {
switch (state) {
case PlayerState::Walk1:
return 0;
return PlayerFrame::Walk1;
case PlayerState::Walk2:
return 1;
return PlayerFrame::Walk2;
case PlayerState::Crawl1:
return 2;
return PlayerFrame::Crawl1;
default:
return 0;
return PlayerFrame::Walk1;
}
}
@@ -157,8 +157,8 @@ void render_loop(int speed) {
if (need_redraw) {
draw_mask(bg_file, shift, message_active ? message : nullptr);
int player_frame = get_player_frame(player_state.current_state);
PlayerPosition draw_pos = get_aligned_frame_position(pos, player_frame);
PlayerFrame player_frame = get_player_frame(player_state.current_state);
PlayerPosition draw_pos = get_aligned_frame_position(pos, static_cast<int>(player_frame));
draw_player(draw_pos.x, draw_pos.y, player_frame);
// alternate between frame 0 and 1 when not crawling

View File

@@ -1,25 +1,33 @@
// src/render/player.cpp
#include "player.h"
#include "player_mask.h"
#include <cstdio>
void draw_player(int x, int y, int frame_index) {
void draw_player(int x, int y, PlayerFrame frame) {
int frame_index = static_cast<int>(frame);
if (frame_index < 0 || frame_index >= PLAYER_FRAME_COUNT)
frame_index = 0; // fallback safety
const char **sprite = PLAYER_FRAMES[frame_index];
int sprite_height = 0;
if (frame_index == 0)
sprite_height = PLAYER_MASK_LINES_FRAME_1;
else if (frame_index == 1)
sprite_height = PLAYER_MASK_LINES_FRAME_2;
else
sprite_height = PLAYER_MASK_LINES_FRAME_3;
const char **character = PLAYER_FRAMES[frame_index];
// Draw the sprite starting from (x, y)
for (int i = 0; i < sprite_height; i++) {
printf("\033[%d;%dH%s", y + i + 1, x + 1, sprite[i]);
int character_height = 0;
switch (frame) {
case PlayerFrame::Walk1:
character_height = PLAYER_MASK_LINES_FRAME_1;
break;
case PlayerFrame::Walk2:
character_height = PLAYER_MASK_LINES_FRAME_2;
break;
case PlayerFrame::Crawl1:
character_height = PLAYER_MASK_LINES_FRAME_3;
break;
default:
character_height = PLAYER_MASK_LINES_FRAME_1;
break;
}
for (int i = 0; i < character_height; i++) {
printf("\033[%d;%dH%s", y + i + 1, x + 1, character[i]);
}
fflush(stdout);
}

View File

@@ -1,5 +1,6 @@
// src/render/player.h
#pragma once
#include "player_mask.h"
// Draw the player object starting at given (x, y)
void draw_player(int x, int y, int frame_index);
void draw_player(int x, int y, PlayerFrame frame);

View File

@@ -32,19 +32,23 @@ static const char *PLAYER_MASK_FRAME_3[] = {
"aa@W@."
};
// Combine frames for easy access
static const char **PLAYER_FRAMES[] = {
PLAYER_MASK_FRAME_1, // 0
PLAYER_MASK_FRAME_2, // 1
PLAYER_MASK_FRAME_3 // 2 (triggered)
enum class PlayerFrame {
Walk1 = 0,
Walk2,
Crawl1,
COUNT // number of frames, must stay last
};
static const int PLAYER_FRAME_COUNT = sizeof(PLAYER_FRAMES) / sizeof(PLAYER_FRAMES[0]);
// Combine frames for easy access
static const char **PLAYER_FRAMES[] = {
PLAYER_MASK_FRAME_1, // Walk1
PLAYER_MASK_FRAME_2, // Walk1
PLAYER_MASK_FRAME_3 // Crawl1
};
// Line counts per frame
static const int PLAYER_MASK_LINES_FRAME_1 =
sizeof(PLAYER_MASK_FRAME_1) / sizeof(PLAYER_MASK_FRAME_1[0]);
static const int PLAYER_MASK_LINES_FRAME_2 =
sizeof(PLAYER_MASK_FRAME_2) / sizeof(PLAYER_MASK_FRAME_2[0]);
static const int PLAYER_MASK_LINES_FRAME_3 =
sizeof(PLAYER_MASK_FRAME_3) / sizeof(PLAYER_MASK_FRAME_3[0]);
static const int PLAYER_FRAME_COUNT = static_cast<int>(PlayerFrame::COUNT);
// Height per frame
static const int PLAYER_MASK_LINES_FRAME_1 = sizeof(PLAYER_MASK_FRAME_1) / sizeof(PLAYER_MASK_FRAME_1[0]);
static const int PLAYER_MASK_LINES_FRAME_2 = sizeof(PLAYER_MASK_FRAME_2) / sizeof(PLAYER_MASK_FRAME_2[0]);
static const int PLAYER_MASK_LINES_FRAME_3 = sizeof(PLAYER_MASK_FRAME_3) / sizeof(PLAYER_MASK_FRAME_3[0]);

View File

@@ -8,17 +8,17 @@ PlayerPosition get_aligned_frame_position(PlayerPosition base, int frame_index)
if (frame_index < 0 || frame_index >= PLAYER_FRAME_COUNT)
frame_index = 0;
int sprite_height = 0;
int character_height = 0;
if (frame_index == 0)
sprite_height = PLAYER_MASK_LINES_FRAME_1;
character_height = PLAYER_MASK_LINES_FRAME_1;
else if (frame_index == 1)
sprite_height = PLAYER_MASK_LINES_FRAME_2;
character_height = PLAYER_MASK_LINES_FRAME_2;
else
sprite_height = PLAYER_MASK_LINES_FRAME_3;
character_height = PLAYER_MASK_LINES_FRAME_3;
PlayerPosition draw_pos;
draw_pos.x = base.x;
draw_pos.y = (VIEW_HEIGHT - base.y) - sprite_height;
draw_pos.y = (VIEW_HEIGHT - base.y) - character_height;
return draw_pos;
}