pitch perfect movement
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0
semestralka1/src/game/animation.cpp
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semestralka1/src/game/animation.cpp
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semestralka1/src/game/animation.h
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semestralka1/src/game/animation.h
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@@ -13,6 +13,7 @@ private:
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Timer state_timer;
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public:
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// MOVED FROM loop.cpp
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// Update state (handles crawl timeout)
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void update();
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@@ -5,6 +5,7 @@
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#include "background.h"
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#include "mbed.h"
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#include "player.h"
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#include "../game/state.h"
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#include "../assets/character_frames.h"
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#include <cstring>
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@@ -13,20 +14,11 @@ extern DigitalOut led;
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// Constants
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constexpr size_t BUFFER_SIZE = 64;
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constexpr auto CRAWL_DURATION = 300ms;
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constexpr auto ANIMATION_TICK = 170ms;
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constexpr auto MESSAGE_DISPLAY_DURATION = 1s;
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constexpr int PLAYER_X = 9;
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constexpr int PLAYER_Y = 6;
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// PlayerState is what user pressed. We are mapping CharacterState to it
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enum class PlayerState { Walk1, Walk2, Crawl1 };
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struct WalkingState {
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PlayerState current_state = PlayerState::Walk1;
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Timer state_timer;
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};
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static char rx_buffer[BUFFER_SIZE];
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static char message[BUFFER_SIZE];
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static bool message_active = false;
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@@ -87,42 +79,6 @@ static bool update_animation(Timer &anim_timer, int &shift, int speed) {
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return false;
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}
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static CharacterFrame get_character_frame(PlayerState state) {
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switch (state) {
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case PlayerState::Walk1:
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return CharacterFrame::Walk1;
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case PlayerState::Walk2:
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return CharacterFrame::Walk2;
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case PlayerState::Crawl1:
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return CharacterFrame::Crawl1;
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default:
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return CharacterFrame::Walk1;
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}
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}
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static void update_player_state(WalkingState &state) {
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// stop crawling
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if (state.current_state == PlayerState::Crawl1 &&
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state.state_timer.elapsed_time() >= CRAWL_DURATION) {
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state.current_state = PlayerState::Walk1;
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state.state_timer.stop();
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}
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}
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static void toggle_walk_frame(WalkingState &state) {
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if (state.current_state == PlayerState::Walk1) {
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state.current_state = PlayerState::Walk2;
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} else if (state.current_state == PlayerState::Walk2) {
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state.current_state = PlayerState::Walk1;
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}
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}
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static void start_crawl(WalkingState &state) {
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state.current_state = PlayerState::Crawl1;
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state.state_timer.reset();
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state.state_timer.start();
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}
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void render_loop(int speed) {
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WalkingState player_state;
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@@ -145,12 +101,12 @@ void render_loop(int speed) {
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if (uart_state == 2) {
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// start crawl frame for x time
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start_crawl(player_state);
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player_state.start_crawl();
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need_redraw = true;
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}
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// Check if crawl duration expired
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update_player_state(player_state);
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player_state.update();
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if (update_animation(anim_timer, shift, speed)) {
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need_redraw = true;
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@@ -158,13 +114,14 @@ void render_loop(int speed) {
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if (need_redraw) {
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draw_mask(bg_file, shift, message_active ? message : nullptr);
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CharacterFrame player_frame = get_character_frame(player_state.current_state);
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CharacterFrame player_frame = player_state.get_character_frame();
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CharacterPosition draw_pos = get_aligned_frame_position(pos, player_frame);
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draw_character(draw_pos.x, draw_pos.y, player_frame);
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// alternate between frame 0 and 1 when not crawling
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if (player_state.current_state != PlayerState::Crawl1) {
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toggle_walk_frame(player_state);
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if (player_state.get_state() != PlayerState::Crawl1) {
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player_state.toggle_walk_frame();
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}
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ThisThread::sleep_for(50ms);
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