pitch perfect movement

This commit is contained in:
Priec
2025-11-14 20:07:38 +01:00
parent fa7e18e4d5
commit a59192cf05
4 changed files with 8 additions and 50 deletions

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@@ -13,6 +13,7 @@ private:
Timer state_timer;
public:
// MOVED FROM loop.cpp
// Update state (handles crawl timeout)
void update();

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