2 Commits

Author SHA1 Message Date
Filipriec
17c53ace99 speed bug fixed now properly well 2025-12-11 17:10:55 +01:00
Filipriec
50f523b52d unified speed properly 2025-12-11 16:25:12 +01:00
6 changed files with 38 additions and 31 deletions

View File

@@ -23,6 +23,7 @@ struct GameState {
int background_shift;
int current_speed;
ObstacleRenderData obstacles[MAX_RENDER_OBSTACLES];
bool game_over;

View File

@@ -4,14 +4,12 @@
#include "../assets/obstacle_crawl_frames.h"
#include "../assets/background_frame.h"
// Movable obstacle
struct MovingObstacle {
Obstacle data;
CrawlObstacleType type;
bool active;
};
// Fixed obstacle pool
constexpr int MAX_OBSTACLES = 6;
static MovingObstacle obstacle_pool[MAX_OBSTACLES];
@@ -45,7 +43,7 @@ inline int spawn_obstacle(CrawlObstacleType type, int x_start) {
return -1;
}
// Update X positions; mark inactive if offscreen
// Update X positions, mark inactive if offscreen
inline void update_obstacles(int shift_speed) {
for (int i = 0; i < MAX_OBSTACLES; i++) {
if (!obstacle_pool[i].active) continue;

View File

@@ -120,17 +120,6 @@ void MovementState::set_state(PlayerState s) {
current_state = s;
}
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) {
run_index = 0;
walk_index = 0;
}
current_state = new_state;
}
// TODO THIS NEEDS REDESIGN FOR WALK/RUN
void MovementState::toggle_walk_frame(float player_speed, int tick_counter) {
switch (current_state) {
case PlayerState::Run:

View File

@@ -27,7 +27,6 @@ public:
void update();
void start_crawl(PlayerState crawl_type);
void set_motion_state_for_speed(int player_speed, int ground_speed);
void toggle_walk_frame(float player_speed, int tick_counter);
FrameSelection get_frame_selection() const;

View File

@@ -21,5 +21,5 @@ int main(void) {
serial_port.set_format(8, BufferedSerial::None, 1);
printf("Baud: %d, Format: 8-N-1\r\n", BAUD_RATE);
render_loop(6);
render_loop(1);
}

View File

@@ -27,35 +27,49 @@ constexpr int STACK_SIZE = 4096;
Thread logic_thread(osPriorityNormal, STACK_SIZE);
Thread render_thread(osPriorityNormal, STACK_SIZE);
void logic_loop() {
void logic_loop(void *arg) {
int speed = *(int *)arg;
MovementState player_state;
AnimationController animation;
ButtonHandler button;
MovementController mover(PLAYER_X, VIEW_WIDTH);
SpeedController timing;
timing.set_ground_speed(6);
timing.set_ground_speed(speed);
CharacterPosition pos = {PLAYER_X, PLAYER_Y};
player_state.set_state(PlayerState::Walk);
Timer spawn_timer;
spawn_timer.start();
Timer speed_timer;
speed_timer.start();
int anim_tick_counter = 0;
int tick_counter = 0;
bool game_over = false;
// Spawn first obstacle
if (speed >= 5)
spawn_obstacle(CrawlObstacleType::Crawl1, VIEW_WIDTH + 10);
while (!game_over) {
tick_counter++;
mover.update_position(6, timing.get_ground_speed());
if (speed_timer.elapsed_time() >= 6s) {
speed++;
timing.set_ground_speed(speed);
speed_timer.reset();
// update player's animation mode
if (speed < 4)
player_state.set_state(PlayerState::Walk);
else
player_state.set_state(PlayerState::Run);
}
mover.update_position(speed, timing.get_ground_speed());
pos.x = mover.get_position();
// Spawn periodically
if (spawn_timer.elapsed_time() > 2s) {
if (speed >= 5 && spawn_timer.elapsed_time() > 6s) {
spawn_timer.reset();
spawn_obstacle(CrawlObstacleType::Crawl1, VIEW_WIDTH);
}
@@ -71,7 +85,7 @@ void logic_loop() {
player_state.update();
bool anim_tick = animation.tick(6);
bool anim_tick = animation.tick(speed);
if (anim_tick) {
anim_tick_counter++;
// move obstacles
@@ -84,10 +98,9 @@ void logic_loop() {
}
}
player_state.toggle_walk_frame(6, anim_tick_counter);
player_state.toggle_walk_frame(speed, anim_tick_counter);
FrameSelection frame = player_state.get_frame_selection();
CharacterPosition draw_pos =
get_aligned_frame_position(pos, frame.movement, frame.frame_index);
CharacterPosition draw_pos = get_aligned_frame_position(pos, frame.movement, frame.frame_index);
// check collision
bool collision = false;
@@ -102,6 +115,7 @@ void logic_loop() {
g_state_mutex.lock();
g_state.player_pos = draw_pos;
g_state.current_speed = speed;
g_state.movement = frame.movement;
g_state.frame_index = frame.frame_index;
g_state.background_shift = animation.get_shift();
@@ -149,12 +163,14 @@ void render_loop_thread() {
draw_mask("background", local.background_shift);
draw_character(local.player_pos.x, local.player_pos.y, local.movement,
local.frame_index);
if (local.current_speed >= 5) {
for (int i = 0; i < MAX_RENDER_OBSTACLES; i++) {
if (local.obstacles[i].active)
draw_obstacle(local.obstacles[i].x, local.obstacles[i].y,
local.obstacles[i].type);
}
}
}
ThisThread::sleep_for(50ms);
}
@@ -166,9 +182,13 @@ void render_loop(int speed) {
g_state.game_over = false;
g_state_mutex.unlock();
logic_thread.start(logic_loop);
int *speed_ptr = new int(speed);
logic_thread.start(callback(logic_loop, (void *)speed_ptr));
render_thread.start(render_loop_thread);
logic_thread.join();
render_thread.join();
delete speed_ptr;
}