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5 Commits
17c53ace99
...
master
| Author | SHA1 | Date | |
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6b10d13695 | ||
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74dca27c06 | ||
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786ead2ffa | ||
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e5091a33e7 | ||
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3cef68142d |
@@ -14,7 +14,5 @@ public:
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// Update animation, returns true if redraw needed
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// Update animation, returns true if redraw needed
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bool tick(int speed);
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bool tick(int speed);
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// Getters
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int get_shift() const { return shift; }
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int get_shift() const { return shift; }
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};
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};
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@@ -5,7 +5,6 @@
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#include "../assets/character_run_frames.h"
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#include "../assets/character_run_frames.h"
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#include "../assets/character_crawl_frames.h"
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#include "../assets/character_crawl_frames.h"
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// Obstacle representation
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struct Obstacle {
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struct Obstacle {
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int x;
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int x;
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int y;
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int y;
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48
semestralka1/src/game/game_over.cpp
Normal file
48
semestralka1/src/game/game_over.cpp
Normal file
@@ -0,0 +1,48 @@
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// src/game/game_over.cpp
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#include "game_over.h"
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#include "mbed.h"
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#include "../render/background.h"
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#include "../assets/background_frame.h"
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#include "../hardware/button.h"
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#include <cstdio>
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void show_game_over_screen(int seconds, ButtonHandler& button) {
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printf("\033[2J\033[H");
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// 34 znakov vo vypise
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const int box_width = 34;
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const int start_col = (VIEW_WIDTH - box_width) / 2;
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const int box_height = 6;
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const int top_padding = (VIEW_HEIGHT - box_height) / 2;
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// Empty rows
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for (int i = 0; i < top_padding; i++) {
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printf("\r\n");
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}
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for (int i = 0; i < start_col; i++) printf(" ");
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printf("==================================\r\n");
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for (int i = 0; i < start_col; i++) printf(" ");
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printf(" G A M E O V E R \r\n");
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for (int i = 0; i < start_col; i++) printf(" ");
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printf("==================================\r\n");
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for (int i = 0; i < start_col; i++) printf(" ");
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printf(" Doba hry %d sekund. \r\n", seconds);
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for (int i = 0; i < start_col; i++) printf(" ");
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printf("==================================\r\n");
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for (int i = 0; i < start_col; i++) printf(" ");
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printf("Stlacte 2x po sebe tlacidlo pre restart\r\n");
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fflush(stdout);
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while (button.poll() != ButtonEvent::Pressed)
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ThisThread::sleep_for(25ms);
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printf("\033[2J\033[H");
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fflush(stdout);
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}
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8
semestralka1/src/game/game_over.h
Normal file
8
semestralka1/src/game/game_over.h
Normal file
@@ -0,0 +1,8 @@
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// src/game/game_over.h
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#pragma once
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#include "mbed.h"
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#include "../hardware/button.h"
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// Displays GAME OVER message with elapsed time.
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// Takes a Timer that was measuring game duration.
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void show_game_over_screen(int seconds, ButtonHandler& button);
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@@ -5,7 +5,7 @@
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#include "../render/player_positioning.h"
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#include "../render/player_positioning.h"
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#include "../assets/obstacle_crawl_frames.h"
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#include "../assets/obstacle_crawl_frames.h"
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// POZOR Z OBSTACLE MANAGERA
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// POZOR JE Z OBSTACLE MANAGERA
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constexpr int MAX_RENDER_OBSTACLES = 6;
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constexpr int MAX_RENDER_OBSTACLES = 6;
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struct ObstacleRenderData {
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struct ObstacleRenderData {
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@@ -26,10 +26,11 @@ struct GameState {
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int current_speed;
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int current_speed;
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ObstacleRenderData obstacles[MAX_RENDER_OBSTACLES];
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ObstacleRenderData obstacles[MAX_RENDER_OBSTACLES];
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int elapsed_seconds;
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bool game_over;
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bool game_over;
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bool need_redraw;
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bool need_redraw;
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};
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};
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// Global shared state and mutex
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// Global shared
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extern GameState g_state;
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extern GameState g_state;
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extern Mutex g_state_mutex;
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extern Mutex g_state_mutex;
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@@ -13,7 +13,7 @@ struct MovingObstacle {
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constexpr int MAX_OBSTACLES = 6;
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constexpr int MAX_OBSTACLES = 6;
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static MovingObstacle obstacle_pool[MAX_OBSTACLES];
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static MovingObstacle obstacle_pool[MAX_OBSTACLES];
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// Create / reset obstacle in one slot
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// Create/reset obstacle
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inline int spawn_obstacle(CrawlObstacleType type, int x_start) {
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inline int spawn_obstacle(CrawlObstacleType type, int x_start) {
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for (int i = 0; i < MAX_OBSTACLES; i++) {
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for (int i = 0; i < MAX_OBSTACLES; i++) {
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if (!obstacle_pool[i].active) {
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if (!obstacle_pool[i].active) {
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@@ -14,7 +14,6 @@ class ObstacleSystem {
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public:
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public:
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ObstacleSystem() : tick_counter_(0), spawn_index_(0) {}
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ObstacleSystem() : tick_counter_(0), spawn_index_(0) {}
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// Called once per frame
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bool update_and_draw(const CharacterPosition &player_pos,
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bool update_and_draw(const CharacterPosition &player_pos,
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MovementType player_movement) {
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MovementType player_movement) {
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// Update timers, move existing obstacles
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// Update timers, move existing obstacles
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@@ -30,7 +29,7 @@ public:
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spawn_obstacle(type, VIEW_WIDTH - w - 1);
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spawn_obstacle(type, VIEW_WIDTH - w - 1);
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}
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}
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// Draw & collision check
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// Draw n collision check
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for (int i = 0; i < MAX_OBSTACLES; i++) {
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for (int i = 0; i < MAX_OBSTACLES; i++) {
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if (!obstacle_pool[i].active)
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if (!obstacle_pool[i].active)
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continue;
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continue;
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@@ -47,7 +46,6 @@ public:
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draw_clipped_obstacle(obstacle_pool[i], frame, height);
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draw_clipped_obstacle(obstacle_pool[i], frame, height);
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// Collision check
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if (check_collision(player_pos, player_movement,
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if (check_collision(player_pos, player_movement,
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obstacle_pool[i].data)) {
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obstacle_pool[i].data)) {
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printf("\033[2J\033[H");
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printf("\033[2J\033[H");
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@@ -21,5 +21,7 @@ int main(void) {
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serial_port.set_format(8, BufferedSerial::None, 1);
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serial_port.set_format(8, BufferedSerial::None, 1);
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printf("Baud: %d, Format: 8-N-1\r\n", BAUD_RATE);
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printf("Baud: %d, Format: 8-N-1\r\n", BAUD_RATE);
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render_loop(1);
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while (true) {
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render_loop(4);
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}
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}
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}
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@@ -6,6 +6,7 @@
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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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#include "background.h"
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#include "background.h"
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#include "../game/game_over.h"
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#include "../game/game_state.h"
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#include "../game/game_state.h"
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#include "../game/state.h"
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#include "../game/state.h"
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#include "../game/animation.h"
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#include "../game/animation.h"
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@@ -18,6 +19,7 @@
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#include "../game/obstacle_system.h"
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#include "../game/obstacle_system.h"
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extern DigitalOut led;
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extern DigitalOut led;
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ButtonHandler button(BUTTON1, LED1);
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// Constants
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// Constants
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// constexpr int PLAYER_X = 9;
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// constexpr int PLAYER_X = 9;
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@@ -25,13 +27,10 @@ constexpr int PLAYER_X = 29;
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constexpr int PLAYER_Y = 6;
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constexpr int PLAYER_Y = 6;
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constexpr int STACK_SIZE = 4096;
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constexpr int STACK_SIZE = 4096;
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Thread logic_thread(osPriorityNormal, STACK_SIZE);
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Thread render_thread(osPriorityNormal, STACK_SIZE);
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void logic_loop(void *arg) {
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void logic_loop(void *arg) {
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int speed = *(int *)arg;
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int speed = *(int *)arg;
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MovementState player_state;
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MovementState player_state;
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AnimationController animation;
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AnimationController animation;
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ButtonHandler button;
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MovementController mover(PLAYER_X, VIEW_WIDTH);
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MovementController mover(PLAYER_X, VIEW_WIDTH);
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SpeedController timing;
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SpeedController timing;
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timing.set_ground_speed(speed);
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timing.set_ground_speed(speed);
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@@ -46,6 +45,8 @@ void logic_loop(void *arg) {
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int anim_tick_counter = 0;
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int anim_tick_counter = 0;
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int tick_counter = 0;
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int tick_counter = 0;
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bool game_over = false;
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bool game_over = false;
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Timer game_timer;
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game_timer.start();
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// Spawn first obstacle
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// Spawn first obstacle
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if (speed >= 5)
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if (speed >= 5)
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@@ -59,7 +60,7 @@ void logic_loop(void *arg) {
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timing.set_ground_speed(speed);
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timing.set_ground_speed(speed);
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speed_timer.reset();
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speed_timer.reset();
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// update player's animation mode
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// update players animation mode
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if (speed < 4)
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if (speed < 4)
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player_state.set_state(PlayerState::Walk);
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player_state.set_state(PlayerState::Walk);
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else
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else
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@@ -88,30 +89,50 @@ void logic_loop(void *arg) {
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bool anim_tick = animation.tick(speed);
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bool anim_tick = animation.tick(speed);
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if (anim_tick) {
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if (anim_tick) {
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anim_tick_counter++;
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anim_tick_counter++;
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// move obstacles
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int ground_speed = timing.get_ground_speed();
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for (int i = 0; i < MAX_OBSTACLES; i++) {
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if (obstacle_pool[i].active) {
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obstacle_pool[i].data.x -= ground_speed;
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if (obstacle_pool[i].data.x + obstacle_pool[i].data.width < 0)
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obstacle_pool[i].active = false;
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}
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}
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player_state.toggle_walk_frame(speed, anim_tick_counter);
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player_state.toggle_walk_frame(speed, anim_tick_counter);
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FrameSelection frame = player_state.get_frame_selection();
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FrameSelection frame = player_state.get_frame_selection();
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CharacterPosition draw_pos = get_aligned_frame_position(pos, frame.movement, frame.frame_index);
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CharacterPosition draw_pos = get_aligned_frame_position(pos, frame.movement, frame.frame_index);
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// check collision
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int ground_speed = timing.get_ground_speed();
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bool collision = false;
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bool collision = false;
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for (int i = 0; i < MAX_OBSTACLES; i++) {
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for (int i = 0; i < MAX_OBSTACLES; i++) {
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if (obstacle_pool[i].active &&
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if (!obstacle_pool[i].active)
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check_collision(pos, frame.movement, obstacle_pool[i].data)) {
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continue;
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// Keep original position
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int old_x = obstacle_pool[i].data.x;
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int new_x = old_x - ground_speed;
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// Remove if fully offscreen after movement
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if (new_x + obstacle_pool[i].data.width < 0) {
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obstacle_pool[i].active = false;
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continue;
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}
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// Swept for collision detections at speeds > 1
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int left_swept = (new_x < old_x) ? new_x : old_x;
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int right_swept = ((new_x + obstacle_pool[i].data.width) >
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(old_x + obstacle_pool[i].data.width))
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? (new_x + obstacle_pool[i].data.width)
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: (old_x + obstacle_pool[i].data.width);
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// Temporarily create a synthetic obstacle covering the swept range
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Obstacle swept_obs{};
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swept_obs.x = left_swept;
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swept_obs.y = obstacle_pool[i].data.y;
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swept_obs.width = right_swept - left_swept;
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swept_obs.height = obstacle_pool[i].data.height;
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if (check_collision(pos, frame.movement, swept_obs)) {
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collision = true;
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collision = true;
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break;
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break;
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}
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}
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obstacle_pool[i].data.x = new_x;
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}
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}
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g_state_mutex.lock();
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g_state_mutex.lock();
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g_state.player_pos = draw_pos;
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g_state.player_pos = draw_pos;
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@@ -138,8 +159,11 @@ void logic_loop(void *arg) {
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ThisThread::sleep_for(25ms);
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ThisThread::sleep_for(25ms);
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}
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}
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// final update
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game_timer.stop();
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int seconds = static_cast<int>(game_timer.elapsed_time().count() / 1000000);
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g_state_mutex.lock();
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g_state_mutex.lock();
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g_state.elapsed_seconds = seconds;
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g_state.game_over = true;
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g_state.game_over = true;
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g_state_mutex.unlock();
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g_state_mutex.unlock();
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}
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}
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@@ -154,8 +178,7 @@ void render_loop_thread() {
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g_state_mutex.unlock();
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g_state_mutex.unlock();
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if (over) {
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if (over) {
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printf("\033[2J\033[H");
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show_game_over_screen(local.elapsed_seconds, button);
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printf("GAME OVER\r\n");
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break;
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break;
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}
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}
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@@ -184,6 +207,9 @@ void render_loop(int speed) {
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|
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int *speed_ptr = new int(speed);
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int *speed_ptr = new int(speed);
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Thread logic_thread(osPriorityNormal, STACK_SIZE);
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Thread render_thread(osPriorityNormal, STACK_SIZE);
|
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|
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logic_thread.start(callback(logic_loop, (void *)speed_ptr));
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logic_thread.start(callback(logic_loop, (void *)speed_ptr));
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render_thread.start(render_loop_thread);
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render_thread.start(render_loop_thread);
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|
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|||||||
@@ -5,16 +5,13 @@
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#include <cstdio>
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#include <cstdio>
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|
||||||
// Draws an obstacle using bottom‑based world coordinates.
|
// Draws an obstacle using bottom‑based world coordinates.
|
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// x = left edge of the collision box in world space
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|
||||||
// y = bottom edge of the collision box in world space (0 = ground)
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|
||||||
void draw_obstacle(int x, int y, CrawlObstacleType type) {
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void draw_obstacle(int x, int y, CrawlObstacleType type) {
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const char **obstacle_frame = nullptr;
|
const char **obstacle_frame = nullptr;
|
||||||
int frame_total_height = 0;
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int frame_total_height = 0;
|
||||||
|
|
||||||
// Collision‑model parameters for this obstacle
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int collision_top_offset = 0;
|
||||||
int collision_top_offset = 0; // rows from visual top to top of collision box
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int collision_height = 0;
|
||||||
int collision_height = 0; // rows tall
|
int collision_left_offset = 0;
|
||||||
int collision_left_offset = 0; // columns from visual left to collision left
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|
||||||
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|
||||||
switch (type) {
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switch (type) {
|
||||||
case CrawlObstacleType::Crawl1:
|
case CrawlObstacleType::Crawl1:
|
||||||
@@ -37,13 +34,11 @@ void draw_obstacle(int x, int y, CrawlObstacleType type) {
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return; // no rendering for invalid type
|
return; // no rendering for invalid type
|
||||||
}
|
}
|
||||||
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|
||||||
// Convert bottom‑based (world) coordinates to screen coordinates.
|
// Convert bottom‑based coordinates to screen coordinates.
|
||||||
// Y of the collision bottom is given; translate to where to start drawing the visual frame.
|
|
||||||
const int frame_row_index_bottom = collision_top_offset + collision_height - 1;
|
const int frame_row_index_bottom = collision_top_offset + collision_height - 1;
|
||||||
const int frame_top_world_y = y + frame_row_index_bottom;
|
const int frame_top_world_y = y + frame_row_index_bottom;
|
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const int frame_top_screen_row = VIEW_HEIGHT - frame_top_world_y;
|
const int frame_top_screen_row = VIEW_HEIGHT - frame_top_world_y;
|
||||||
|
|
||||||
// X of the collision box is given; shift left to the visual frame's starting column.
|
|
||||||
const int frame_screen_x = x - collision_left_offset;
|
const int frame_screen_x = x - collision_left_offset;
|
||||||
|
|
||||||
for (int i = 0; i < frame_total_height; i++) {
|
for (int i = 0; i < frame_total_height; i++) {
|
||||||
|
|||||||
Reference in New Issue
Block a user