changes to either walk, run or crawl calculations
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@@ -1,8 +1,21 @@
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// src/game/state.cpp
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#include "state.h"
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#include <cmath>
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#include "../render/player.h"
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#include "../timing/speed_controller.h"
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#include "../assets/character_run_frames.h"
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#include "../assets/character_walk_frames.h"
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#include "../assets/character_crawl_frames.h"
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#include <cmath>
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namespace {
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int compute_frame_index(int frame_count, float player_speed, int tick_counter) {
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float phase_speed = player_speed * 0.1f;
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float phase = fmodf(tick_counter * phase_speed, 1.0f);
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int frame =
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static_cast<int>((1.0f - fabsf(sinf(phase * M_PI))) * (frame_count - 1));
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return frame;
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}
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} // namespace
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void WalkingState::update() {
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// stop crawling after duration
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@@ -19,22 +32,44 @@ void WalkingState::start_crawl() {
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state_timer.start();
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}
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// TODO THIS NEEDS REDESIGN ACCORDING TO SPEED
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void WalkingState::toggle_walk_frame(float player_speed, int tick_counter) {
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constexpr int FRAME_COUNT = 8;
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float phase_speed = player_speed * 0.1f; // tune this scaling for animation tempo
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float phase = fmodf(tick_counter * phase_speed, 1.0f);
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int frame = static_cast<int>((1.0f - fabsf(sinf(phase * M_PI))) * (FRAME_COUNT - 1));
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run_index = frame;
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// switch walk/run based on relative speed
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void WalkingState::set_motion_state_for_speed(int player_speed,
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int ground_speed) {
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int relative = player_speed - ground_speed;
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if (relative > 1)
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current_state = PlayerState::Run;
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else
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current_state = PlayerState::Walk;
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}
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// TODO THIS NEEDS REDESIGN FOR WALK/RUN
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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 = compute_frame_index(CHARACTER_RUN_FRAME_COUNT, player_speed,
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tick_counter);
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break;
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case PlayerState::Walk:
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walk_index = compute_frame_index(CHARACTER_WALK_FRAME_COUNT, player_speed,
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tick_counter);
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break;
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case PlayerState::Crawl:
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crawl_index = compute_frame_index(CHARACTER_CRAWL_FRAME_COUNT, player_speed,
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tick_counter);
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break;
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}
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case PlayerState::Crawl2:
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crawl_index = compute_frame_index(CHARACTER_CRAWL2_FRAME_COUNT, player_speed,
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tick_counter);
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break;
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}
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}
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// void RunningState::toggle_run_frame() {
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// if (++run_index >= 7) run_index = 0;
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// }
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FrameSelection WalkingState::get_frame_selection() const {
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FrameSelection f{MovementType::Walk, 0};
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FrameSelection f{MovementType::Walk, 0};
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switch (current_state) {
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case PlayerState::Walk:
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