refactoring 2
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@@ -10,14 +10,19 @@
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extern BufferedSerial serial_port;
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extern DigitalOut led;
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#define BUFFER_SIZE 64
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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 = 18;
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constexpr int PLAYER_Y = 13;
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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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bool state_timer_active = false;
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};
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static char rx_buffer[BUFFER_SIZE];
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@@ -56,7 +61,7 @@ static int read_uart() {
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}
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// po jednu sekundu sa sprava zobrazi
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if (message_active && msg_timer.elapsed_time() > 1s) {
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if (message_active && msg_timer.elapsed_time() > MESSAGE_DISPLAY_DURATION) {
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message_active = false;
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memset(message, 0, sizeof(message));
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msg_timer.reset();
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@@ -71,7 +76,7 @@ static int read_uart() {
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}
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static bool update_animation(Timer &anim_timer, int &shift, int speed) {
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if (anim_timer.elapsed_time() >= 170ms) {
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if (anim_timer.elapsed_time() >= ANIMATION_TICK) {
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// speed determines scroll steps per tick
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shift += speed;
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anim_timer.reset();
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@@ -94,14 +99,11 @@ static int get_player_frame(PlayerState state) {
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}
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static void update_player_state(WalkingState &state) {
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const auto CRAWL_DURATION = 300ms;
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// stop crawling
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if (state.current_state == PlayerState::Crawl1 && state.state_timer_active &&
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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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state.state_timer_active = false;
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}
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}
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@@ -113,6 +115,12 @@ static void toggle_walk_frame(WalkingState &state) {
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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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@@ -127,28 +135,27 @@ void render_loop(int speed) {
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need_redraw = false;
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int uart_state = read_uart(); // returns 0/1/2
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if (uart_state == 1)
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if (uart_state == 1) {
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need_redraw = true;
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}
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if (uart_state == 2) {
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// start crawl frame for x time
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player_state.current_state = PlayerState::Crawl1;
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player_state.state_timer.reset();
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player_state.state_timer.start();
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player_state.state_timer_active = true;
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start_crawl(player_state);
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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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if (update_animation(anim_timer, shift, speed))
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if (update_animation(anim_timer, shift, speed)) {
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need_redraw = true;
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}
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if (need_redraw) {
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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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draw_player(18, 13, player_frame);
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draw_player(PLAYER_X, PLAYER_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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