movement class

This commit is contained in:
Filipriec
2025-11-20 17:37:27 +01:00
parent 3e47f855ed
commit ca7eac70e4
3 changed files with 23 additions and 22 deletions

View File

@@ -91,27 +91,28 @@ static inline int compute_frame_index(int frame_count,
}
} // namespace
void WalkingState::update() {
void MovementState::update() {
// stop crawling after duration
if ((current_state == PlayerState::Crawl1 ||
current_state == PlayerState::Crawl2) &&
state_timer.elapsed_time() >= CRAWL_DURATION) {
current_state = PlayerState::Walk;
current_state = previous_state;
state_timer.stop();
}
}
void WalkingState::start_crawl(PlayerState crawl_type) {
void MovementState::start_crawl(PlayerState crawl_type) {
if (crawl_type != PlayerState::Crawl1 && crawl_type != PlayerState::Crawl2)
return;
previous_state = current_state;
current_state = crawl_type;
state_timer.stop();
state_timer.reset();
state_timer.start();
}
void WalkingState::set_state(PlayerState s) {
void MovementState::set_state(PlayerState s) {
if (current_state != s) {
walk_index = run_index = crawl1_index = crawl2_index = 0;
phase = 0.0f;
@@ -119,7 +120,7 @@ void WalkingState::set_state(PlayerState s) {
current_state = s;
}
void WalkingState::set_motion_state_for_speed(int player_speed, int ground_speed) {
void MovementState::set_motion_state_for_speed(int player_speed, int ground_speed) {
int relative = player_speed - ground_speed;
PlayerState new_state = (relative > 1) ? PlayerState::Run : PlayerState::Walk;
if (new_state != current_state) {
@@ -130,7 +131,7 @@ void WalkingState::set_motion_state_for_speed(int player_speed, int ground_speed
}
// TODO THIS NEEDS REDESIGN FOR WALK/RUN
void WalkingState::toggle_walk_frame(float player_speed, int tick_counter) {
void MovementState::toggle_walk_frame(float player_speed, int tick_counter) {
switch (current_state) {
case PlayerState::Run:
run_index = compute_frame_index(CHARACTER_RUN_FRAME_COUNT, player_speed, tick_counter);
@@ -150,7 +151,7 @@ void WalkingState::toggle_walk_frame(float player_speed, int tick_counter) {
}
}
FrameSelection WalkingState::get_frame_selection() const {
FrameSelection MovementState::get_frame_selection() const {
FrameSelection f{};
switch (current_state) {
case PlayerState::Walk:

View File

@@ -12,9 +12,10 @@ struct FrameSelection {
int frame_index;
};
class WalkingState {
class MovementState {
private:
PlayerState current_state = PlayerState::Walk;
PlayerState previous_state = PlayerState::Walk;
Timer state_timer;
int walk_index = 0; // cycles 06
int run_index = 0; // cycles 06

View File

@@ -26,7 +26,7 @@ constexpr int PLAYER_Y = 6;
void draw_mask(const char *unused_filename, int shift, const char *text);
void render_loop(int speed) {
WalkingState player_state;
MovementState player_state;
AnimationController animation;
UartReader uart(serial_port);
MovementController mover(PLAYER_X, VIEW_WIDTH);
@@ -114,21 +114,20 @@ void render_loop(int speed) {
CharacterPosition draw_pos = get_aligned_frame_position(pos, frame.movement, frame.frame_index);
draw_character(draw_pos.x, draw_pos.y, frame.movement, frame.frame_index);
for (int i = 0; i < MAX_OBSTACLES; i++) {
if (!obstacle_pool[i].active)
continue;
// for (int i = 0; i < MAX_OBSTACLES; i++) {
// if (!obstacle_pool[i].active)
// continue;
draw_obstacle(obstacle_pool[i].data.x,
obstacle_pool[i].data.y,
obstacle_pool[i].type);
// draw_obstacle(obstacle_pool[i].data.x, obstacle_pool[i].data.y,
// obstacle_pool[i].type);
if (check_collision(pos, frame.movement, obstacle_pool[i].data)) {
printf("\033[2J\033[H");
printf("GAME OVER\r\n");
game_over = true;
break;
}
}
// if (check_collision(pos, frame.movement, obstacle_pool[i].data)) {
// printf("\033[2J\033[H");
// printf("GAME OVER\r\n");
// game_over = true;
// break;
// }
// }
if (game_over)
break;