calculations
This commit is contained in:
@@ -1,6 +1,7 @@
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// src/render/loop.cpp
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// src/render/loop.cpp
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#include "loop.h"
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#include "loop.h"
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#include "../background_dark_inverted.h"
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#include "../background_dark_inverted.h"
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#include "player_positioning.h"
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#include "background.h"
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#include "background.h"
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#include "mbed.h"
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#include "mbed.h"
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#include "player.h"
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#include "player.h"
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@@ -25,11 +26,6 @@ struct WalkingState {
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Timer state_timer;
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Timer state_timer;
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};
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};
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struct PlayerPosition {
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int x;
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int y;
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};
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static char rx_buffer[BUFFER_SIZE];
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static char rx_buffer[BUFFER_SIZE];
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static char message[BUFFER_SIZE];
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static char message[BUFFER_SIZE];
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static bool message_active = false;
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static bool message_active = false;
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@@ -133,7 +129,7 @@ void render_loop(int speed) {
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anim_timer.start();
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anim_timer.start();
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int shift = 0;
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int shift = 0;
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PlayerPosition pos = {9, 3};
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PlayerPosition pos = {9, 9};
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const char *bg_file = "background_dark_inverted.txt";
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const char *bg_file = "background_dark_inverted.txt";
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bool need_redraw = false;
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bool need_redraw = false;
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@@ -162,7 +158,8 @@ void render_loop(int speed) {
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if (need_redraw) {
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if (need_redraw) {
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draw_mask(bg_file, shift, message_active ? message : nullptr);
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draw_mask(bg_file, shift, message_active ? message : nullptr);
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int player_frame = get_player_frame(player_state.current_state);
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int player_frame = get_player_frame(player_state.current_state);
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draw_player(pos.x, pos.y, player_frame);
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PlayerPosition draw_pos = get_aligned_frame_position(pos, player_frame);
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draw_player(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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// alternate between frame 0 and 1 when not crawling
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if (player_state.current_state != PlayerState::Crawl1) {
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if (player_state.current_state != PlayerState::Crawl1) {
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25
semestralka1/src/render/player_positioning.cpp
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25
semestralka1/src/render/player_positioning.cpp
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@@ -0,0 +1,25 @@
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// src/render/player_positioning.cpp
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#include "player_positioning.h"
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#include <cstdio>
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// Convert a pivot coordinate (bottom-left) to the top-left draw position
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PlayerPosition get_aligned_frame_position(PlayerPosition base, int frame_index) {
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if (frame_index < 0 || frame_index >= PLAYER_FRAME_COUNT)
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frame_index = 0;
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int sprite_height = 0;
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if (frame_index == 0)
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sprite_height = PLAYER_MASK_LINES_FRAME_1;
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else if (frame_index == 1)
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sprite_height = PLAYER_MASK_LINES_FRAME_2;
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else
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sprite_height = PLAYER_MASK_LINES_FRAME_3;
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// The X coordinate stays the same (left edge aligned)
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// The Y coordinate moves upward by the sprite height,
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// because the pivot is bottom-left, but rendering starts from top-left
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PlayerPosition draw_pos;
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draw_pos.x = base.x;
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draw_pos.y = base.y - sprite_height + 1; // align to feet baseline
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return draw_pos;
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}
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11
semestralka1/src/render/player_positioning.h
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11
semestralka1/src/render/player_positioning.h
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@@ -0,0 +1,11 @@
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// src/render/player_positioning.h
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#pragma once
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#include "player_mask.h"
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struct PlayerPosition {
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int x;
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int y;
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};
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// Calculates drawing position relative to bottom-left pivot
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PlayerPosition get_aligned_frame_position(PlayerPosition base, int frame_index);
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